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

Boo Party Walkthrough Game Guide

writ­ten 7/23/2023, updat­ed 11/4/24

Boo Par­ty Game Walk­through Guide

  • Pub­lished: Eas­t­Asi­a­Soft
  • Devel­oped: Cos­mi Kankei
  • Plat­form Played: Nin­ten­do Switch
  • Price: $7.99 from MSRP: $9.99
  • Rat­ed: M (Mature)
  • Genre: Adven­ture, Role-Play­ing
  • Release: June 29, 2023

Play­ing a blonde-haired pho­tog­ra­ph­er, you explore a haunt­ed man­sion deep in the creepy woods at the behest of a hot sci­en­tist look­ing for para­nor­mal proof. You end up on fun­ny, sexy scav­enger hunt at the annu­al Nether­world Crossover Man­sion Par­ty!!

First Run: 4 hours

*This is a mild H‑Game, so, while cen­sored, images on this page might be offen­sive to some read­ers. This game and con­tent are rat­ed M (Mature) and NSFW*

Quick Jump

Game Start

Tips

  • If you’re just here for the “sto­ry,” go into the options menu and turn on the skip minigame set­ting… they’re a bit chal­leng­ing. You can change this at any time.
  • Check things such as draw­ers or weird look­ing objects. They’re like­ly some­thing you need
  • If there’s an option to do some­thing, do it
  • Any time there’s a big pic­ture of a hot female dur­ing dia­logue, use the arrows to pan up and down to… appre­ci­ate the entire­ty of the art­work
  • There’s a lady in a por­trait that will give you a recap of all the mis­sions you’re under­tak­ing lest you for­get

Spir­it Points:

You get 50 SP per pho­to (600 total)

  • Library: 50 SP for Game Mag­a­zine (Ghost with Blue Cap)
  • Lock­er Room: 50 SP for Dance TV Tick­et (Dra­mat­ic Skele­ton with Rose)
  • North Pool Area: 25 SP for Gear (Fish Man)
  • West Wing: 50 SP for Cell Phone Charg­er (Kill­bot)
  • Arcade: 75 SP for Gator­Gate (Gatcha Machine)
  • Din­ing Hall: 100 SP for Ener­giz­ing Drink (Bar­tender)
  • North­east Pool Area: 100 SP for access to Glehn­na Queanne (Mer­maid Guard)

Walkthrough

Start

Walk down and to the right. Talk to Dr. Les­brock. She wants you to get 12 pho­tos.

Imme­di­ate­ly head east and snap a pho­to of the tree with a face

Enter the place. It looks real­ly decrepit! Where da hot babes?

You can’t go any­where except the upper left, so go there and you find the door is locked

Return to the entrance and there is now a sheet ghost

Talk to it and then go out, to the east, and pick up its invi­ta­tion (you have to talk to it first before the item appears)

Return it to the ghost and get this par­ty ON!

Photo Missions

There’s no set path in the game except the begin­ning dur­ing the tuto­r­i­al sec­tion until you com­plete your first Hot Gal Mis­sion.

Most (but not all) mis­sions must be com­plet­ed in order to fin­ish the game as they’re tied togeth­er.

While there is the option for nude pho­tos, I will post cen­sored ones here. You can tog­gle that in the game set­tings.

Every pho­to must be shown to Dr. Les­brock out­side at her van in order to receive Spir­it Points (cur­ren­cy) which is nec­es­sary to advance in the game.

Mariah Countee the Vampire

  • Wants: Ham­burg­er

From the ghost head up and through the door

Go straight up to the foot the stair­case and talk to vam­pire Mari­ah Coun­tee. She tells you she wants a ham­burg­er

The ham­burg­er has 4 parts: Let­tuce, Buns, Beef, Toma­to

  1. Buns: Go north up the grand stair­case near Mari­ah Coun­tee and entire the door. Take the door to the right of the skele­ton which puts you in a hall­way with a green car­pet and the big words REC on the wall. Talk to Anna who has a big snake, Con­da. She gives you the Buns.
  2. Let­tuce: The west­ern­most door in the Left Grand Stair­case room leads to a ban­quet hall with lots of mon­sters eat­ing. The Shark­man with the glass­es at the north­ern and west­ern­most table com­plains about his sal­ad and gives you a head of let­tuce.
  3. Toma­to: North of the din­ing hall and west of the main floor ele­va­tor, sits the TV stu­dio. A skele­ton on the right in the audi­ence has a crate of toma­toes in case the show sucks. It’ll give you one.
  4. Beef: Com­plete the Freez­er Skele­ton quest (found below under Mis­sions)

Talk to Melizia the Witch at the TV Stu­dio to com­bine the ingre­di­ents to make a ham­burg­er.

Return to Mari­ah who will NOM the burg­er and pose for your first Pho­to.

This com­pletes the tuto­r­i­al sec­tion of the game. All doors that don’t need keys are now unlocked.

Reward: 50 Spir­it Points

Melizia the Witch

  • Wants: Com­bine 3 times in Instant Caul­dron

In the TV stu­dio (west­ern­most door com­ing out of the Main Floor ele­va­tor, north of the ban­quet hall, and south of the kitchen), Melizia the Witch stands on stage in front of a live audi­ence and cam­eras. She needs help with con­tent for her show, Con­jure Kitchen, where she’s adver­tis­ing a new prod­uct, Instant Caul­dron. The Boss Demon requires her to demon­strate 3 recipes, but the audi­ence is no help. It’s up to you! For a pho­to!

3 Recipes:

  1. Ham­burg­er - for Mari­ah Coun­tee’s Pho­to Mis­sion
  2. Stat­ue - for Medusa’s Pho­to Mis­sion
  3. Super Crawl­bot Com­bin­er — for Killer Mar­go Pho­to Mis­sion

Let her do 3 demon­stra­tions and she’ll demon­strate for your cam­era (On live TV!). You can find her at the BBQ after that.

Reward: 50 Spir­it Points

Glehnna Queanne the Mermaid Queen

  • Wants: Panties

Before you can even talk to her, you have to pay 100 Spir­it Points to her guard.

Then, she asks you to under­take a dan­ger­ous mis­sion to retrieve her grand­moth­er’s panties, lost for many years down the sew­er, that allow her to morph into a human at will. Many have tried and per­ished attempt­ing to retrieve them! If you do, then the mer­maid race will try to get along with humans again.

You must under­take a Tub­ing minigame float­ing hap­haz­ard­ly down sew­er water on a float, col­lect­ing gems while dodg­ing water mines and defeat­ing a horny octo­pus. 1‑hit KO.

Or you can just skip it via mini-game skip­per (through set­tings).

Return to her with the panties for your rewards. Lat­er, she is on the dance floor

Reward: 50 Spir­it Points

Dreya the Tree Nymph

  • Wants: 3 Pho­tos of Weird Plants

Take the west­ern­most door of the Pool room near the vend­ing machines, walk up the hall­way, and end up out­side. Hop across the pur­ple rocks and walk east to talk to Dreya. She wants you to pho­to­graph some “exot­ic” plants for her to use in her mag­a­zine. 3 to be exact.

*Don’t for­get to head north of the hop­ping rocks to pick up a cat, and to open the gate south of Dreya before leav­ing*

3 Pho­tos:

  1. Spooky Tree — “Pho­to of a spooky tree! It’s nat­u­ral­ly-occur­ring” — East of Dr. Les­brock
  2. Cool Cac­tus — “Pho­to of a cac­tus in sun­glass­es and a hat. I love it” — North­west gym por­tion of Pool Area
  3. Poly-Palm — “Pho­to of a cool 90s palm tree” - Upper Floors hall­way with 4 rooms

Return to Dreya for some pic­toooors!! Lat­er, she will be at the BBQ

Rewards: 50 Spir­it Points

Jaki Nikko the Devil

  • Wants: A soul

From the out­door east access which is south of the BBQ, there’s a sketchy black and gray area around the con­cert venue. Jaki Nikko the Dev­il waves you over ask­ing for your soul. You refuse. She com­plains about the lack of souls there, and then asks you to find her one.

Fol­low through with Sean and Dan the Mon­ster Hunt­ing Broth­ers’ quest (see Mis­sions below) and bring Dan to her. Her sat­is­fac­tion will give that you which you desire… a pic­ture.

Enrica the Werewolf

  • Wants: A full moon

When you head north up the stairs from where Jaki Nikko the Dev­il is, and then to the east­ern door, you come out on the roof. Stand­ing next to a gear (grab it), is Enri­ca the Were­wolf. In her human form she is timid and shy. She frets about not fit­ting in with the rest of crowd because the moon isn’t full and she’s not scary like the oth­er mon­sters. She wish­es the moon phase to would change to full.

Go find 3 gears!

  1. Right next to Enri­ca
  2. Fin­ish Stuck Zom­bie 1 quest
  3. In the north Pool Area, pay the swamp mon­ster 25 Spir­it Points to access the gear

Go to the Obser­va­to­ry (must com­plete Door Maze quest) and talk to the voyeuris­tic old man there. This will fix the tele­scope, and you can now change the moon phas­es to what­ev­er you wish. Just look on the back wall and change it until it’s on full moon.

Head out­side and to the right. Open the gate and talk to Enri­ca. She will change into her spicy wolf per­sona and give you images. You can find her on the dance floor after that.

Reward: 50 Spir­it Points

Medusa the Gorgon

  • Wants: 3 life-like stat­ues

The door due north of the Kill­bot (north of the din­ing hall and west of the TV Stu­dio) leads up some stairs to the Upper Floors. To the left of the top land­ing is Medusa who is super tired of being a celebri­ty and wish­es peo­ple would just leave her alone instead of ask­ing for auto­graphs and pho­tos. She’d Stone Gaze them, but, unfor­tu­nate­ly, that’d be rude at a par­ty, so she fig­ures that if she sur­rounds her­self with life-like stat­ues that it would deter fans. She asks you to get her some in exchange for pics, of course.

3 Stat­ues:

  1. Bro­ken Statue/Bard Stat­ue — North and east of Medusa, Door 3 of 4, has a bust on a shelf. Reach for it, and it will fall. Gath­er the pieces, head to Melizia the Witch who will com­bine the pieces back into a bust (and ful­fills her 2nd of 3 com­bi­na­tions).
  2. Pho­tog­ra­ph­er Statue — Fin­ish the Artist Vam­pire quest
  3. Cupid Stat­ue — Fin­ish All­Star’s quest

Bring them to her all at once or one by one. She’ll give you your reward, and then will appear in the Din­ing Hall lat­er with Mari­ah Coun­tee.

Reward: 50 Spir­it Points

Killer Margo the Slasher

  • Wants: Her 2 band­mates

From either the east­ern­most door in the Right Grand Stair­case Room, or the 2nd door in the green car­pet­ed hall­way with the snake, you enter the Con­cert Hall. Killer Mar­go is on stage freak­ing out because her two band­mates are MIA and the show is sup­posed to start soon. She says they’re both wear­ing green sweaters.

2 Band­mates:

Zero: He’s the hock­ey play­er you can see at the man­sion entrance. To get to him, go to where Jaki Nikko is (from either south of the BBQ, or south of the Rec Area) enter the door atop the stairs, then head to the west­ern­most door. Talk to him.

Sid Syn­t­hous: Com­plete the Sid Syn­t­hous quest to get him back on stage

Killer Mar­go will be stoked, and you can have your hott pho­to­shoot (right on stage!!!!)

Reward: 50 Spir­it Points

Yoofy & Alys the Dancing Aliens

  • Wants: to mea­sure your danc­ing abil­i­ties (mini-game)

These two jel­ly­fish look­ing gals are actu­al­ly aliens from out­er space! They trav­el the veil between life and death to achieve FTL speeds (faster than life)! They strive to eval­u­ate dance ener­gy across the Cos­mos…

…Through a dance minigame! If you have turned on the skip minigame func­tion, you may wish to play this one because in order to beat the game, you need to do this again, so it is good prac­tice. If you choose to “skip” the ele­va­tor gob­lin says he can’t skip the sequence, but he can play it for you.

Option­al: If you got Sheet Music with Ketchup from the Pianoman quest, talk to the Jam­min’ Skel­ly to the left of the dance floor which then gives you a help­ful visu­al aid for the dance game.

Com­plete suc­cess­ful­ly to get some dou­bles action eye can­dy! If you fail, you can try again.

Reward: 50 Spir­it Points

Sheida Bharo the Mummy

  • Wants: Peace and Qui­et
Sor­ry, I did­n’t get a snap of her dur­ing the main game­play. This is from after the mis­sion

In the arcade, the west­ern part of the Rec Area, is Shei­da Bharo the Mum­my who is hav­ing trou­ble sleep­ing in her sar­coph­a­gus because of 3 row­dy skele­tons play­ing a game loud­ly (“…talk­ing end­less­ly about ‘salt’ and ‘noobs‘”). They even called her a “mid!” She’s not the only mon­ster annoyed by them. She asks you to solve the prob­lem.

The ghosts are play­ing Suc­cu Bounc­er which is a PvP game. You need tokens to play. To do that, fin­ish the Ram­sesuke Coin Chang­er quest.

When you find the Ero Pow­er mag­a­zine, talk to the Help­ful Ghost who will tell you about the cheat you can employ against them (Left, Left, Right, Right, Up, Down, Up on the title screen).

If you don’t skip the game, play until you beat all 3 of them, and claim your spoils! Lat­er, she will be in the card game room.

Reward: 50 Spir­it Points

Frankie the Frankenstein

  • Wants: Work­out Bud­dy (You)

On the east side of the Rec Area (green car­pet­ed place) is the gym. In there, you’ll find Frankie who is work­ing out. She wants a work­out bud­dy, and you vol­un­teer to help, but she thinks the work­out would be too much for you and rec­om­mends get­ting the Ener­giz­er Drink.

Head over to the Din­ing Hall and pay 100 Spir­it Points for a Drink. Bring it back and start a series of work­out minigames.

I found them to be extreme­ly dif­fi­cult, so I just skipped the whole thing.

PICTURE TIME. Lat­er, you’ll find her in the north­west sec­tion of the Pool Area.

Reward: 50 Spir­it Points

Simone the Obake Neko (Cat Ghost)

  • Wants: her 6 cats

In the Upper Floors, 2nd room out of 4, is Simone who is a cat ghost who died young and could­n’t get as many cats as she would’ve liked. She wants you to find 6 cats!

Cat 1: Black — Pool Area — jump across the floats

Cat 2: White — North of rocks that lead to Dreya

Cat 3: Yel­low — Right out­side the door near All­Star — walk east on the porch through the house

Cat 4: Grey — Path­way right before Zero

Cat 5: White, Red Col­lar — Bal­cony Upper Floor

Cat 6: Yel­low, Red Col­lar — Roof near pool (must com­plete Door Maze quest)

Bring her the cats for a pho­to! Lat­er, she will be in the Library with her felines.

Reward: 50 Spir­it Points

Missions

Sean and Dan: Monster Hunter Brothers

  • Wants: Broth­er and Iron
  • Needs: Crow­bar
  • Reward: Jaki Nikko’s Pho­to Mis­sion Com­ple­tion

Talk to Sean who is stand­ing in a ring of salt east and north of the man­sion entrance (room with the piano). He’s look­ing for his broth­er and needs to get iron to prop­er­ly fight the mon­sters.

The crow­bar is in the library. Talk to the Crow in the west­ern part of the room.

Dan is in the Upper Floor of the man­sion where Medusa is. He is stand­ing with a shot­gun at the top of the stairs. Talk to him, give him the crow­bar.

Return to Sean, and you’ll see that Sean has died while wait­ing for Dan because the skele­ton gave him a drink. Dan will say that he will sell his soul to heal Sean because he does­n’t need a soul.

He’ll join you. Bring him to Jaki Nikko which com­pletes her mis­sion. Get her pho­to! Yay! He gets turned into a green zom­bie and will return to Sean who has no idea what hap­pened

Pianoman

  • Wants: Food
  • Needs: Hot­dog
  • Reward: Sheet Music with Ketchup

In the Right Grand Stair­case Room, talk to the piano play­ing skele­ton with hair and the Rude Demon sit­ting on the piano. He says he’s been play­ing so much that he has­n’t been able to eat and asks you to get it for him

Make your way out­side by going up through and to the right of the kitchen behind the witch on the stage. There are 2 bench­es there. Head out the door which takes you to the left out­door area of the house.

Head up and right to the BBQ.

Talk to the giant pig chef who gives you a hot­dog

Return to the Pianoman for sheet music with ketchup on it.

Gamblin’ Gill: Card Player

  • Wants: Play­ing Cards
  • Needs: Queen of Clubs Card
  • Reward: Yel­low Key

In the Left Grand Stair­case Room, is a green swamp mon­ster who is get­ting clob­bered by his adver­saries. He has a great hand (King of Clubs, Jack of Clubs, 10 of Clubs, 9 of Clubs, and 3 of Hearts) and wants help cheat­ing because he thinks the oth­ers are cheat­ing.

You can glance at the oth­ers’ card hands if you want. Both the vam­pire and the skele­ton have the same hands: a Straight (King of Dia­monds, Queen of Clubs, Jack of Hearts, 10 of Spades and a 9 of Spades). Looks like the swamp mon­ster might be right…

4 Find­able Cards:

  1. Ace of Dia­monds: West­ern­most book­case on stage at TV Stu­dio
  2. Jack of Spades: Top-right-most book­case in the Library
  3. 7 of Hearts: Draw­er north of Jaki Nikko, east of the Con­cert Hall
  4. Queen of Clubs: South­east draw­er of the Upper Floor right above the east bal­cony door

Return to the swamp mon­ster, and he’ll take the Queen of Clubs. You’ll get a Yel­low Key for your trou­ble.

Killbot

  • Wants: You to buzz off
  • Needs: 50 Spir­it Points
  • Reward: Cell Phone Charg­er

Just north of the ban­quet hall there’s a robot charg­ing itself in a hall­way. Give it 50 Spir­it Points to make it charge faster. It will give you the cell phone charg­er.

Freezer Skeleton: Coolest Guy at the Party… Make that Coldest

  • Wants: Some­thing Warm
  • Needs: Warm Scarf
  • Reward: Raw Beef

On stage with Melizia in the TV Stu­dio, the west­ern met­al door leads into a meat lock­er. There, the friend­ly skele­ton is hang­ing amongst large slabs of meat.

Fin­ish the Coat Skele­ton quest (below) and give him the red scarf. He’ll be so chuffed, he’ll give you some beef.

Coat Skeleton

  • Wants: To cool off
  • Needs: His puffy coat checked
  • Reward: Scarf

In the Right Grand Stair­case Room (with Mari­ah Coun­tee), the east­ern­most room is a hall­way to Con­cert Hall. Talk to the Coat Skele­ton and he’ll ask you to check his puffy coat for him.

Return to the man­sion entrance. The mid­dle room (under the hock­ey look­ing guy) is the coat check room. The bun­ny lady ghost will stand aside to make you check it your­self. Do so, then grab the warm scarf on the ground.

Bonus: you can try to give the coat to the skele­ton in the freez­er, but he’ll com­plain that giv­en his arm sit­u­a­tion, that won’t work.

Library Ghost

  • Wants: 50 Spir­it Points
  • Reward: Game Mag­a­zine

In exchange for 50 spir­it points, the ghost in a blue cap will give you an old game mag­a­zine.

Locker Room Skeleton

  • Wants: 50 Spir­it Points
  • Reward: Dance TV Tick­et

The south­west por­tion of the Pool Area are the lock­er rooms. In the back of the men’s lock­er room is a skele­ton hold­ing a rose, who says he’s dying, and whose only regret is that he nev­er danced on stage at Dance Par­ty TV. He even con­ve­nient­ly has a tick­et, which he’ll sell to you so that you can live his dream for a mea­ger 50 Spir­it Points.

AllStar: Baseball Goblin

  • Wants: To smash some base­balls
  • Needs: Bat­tery
  • Reward: Hard Up Ghost Quest Com­ple­tion, Stat­ue for Medusa’s Pho­to Mis­sion

Out­side, behind the man­sion is a gob­lin in base­ball out­fit who wants a bat­tery for his base­ball pitch­ing machine.

In the Upper Floor of the man­sion in the 1st of 4 rooms, are two ghosts. The north­west draw­er holds a bat­tery. Return to All­Star and insert the bat­tery. BATTER UP!

The first balls smash­es a win­dow, the sec­ond hits the cupid stat­ue which falls off and hits the swamp mon­ster, while the last ball is a Home Run!

Stuck Zombie 1

  • Wants: Help get­ting out of the ground
  • Needs: Yel­low Key, Shov­el
  • Reward: Gear

The north­ern­most por­tion of the entire game, out­side above the man­sion, is a zom­bie who is stuck in the ground while try­ing to get out.

When you get the Yel­low Key, open the out­door shed (east of Dreya, north of All­Star, and west of the zom­bie), and snag the Shov­el.

Dig her out for a gear.

Stuck Zombie 2

  • Wants: To be unstuck
  • Needs: Shov­el
  • Reward: Octo­gon

At the bot­tom of the Sew­er (Glehn­na Queanne Pho­to Mis­sion) you see anoth­er zom­bie, aaand she’s stuck, too. Shov­el her out for Octo­gon!

Sid Synthous: The Keyboarder

  • Wants: Super Crawl­bot Com­bin­er
  • Needs: 4 Remain­ing pieces of the action fig­ure, then them com­bined
  • Reward: Pho­to Mis­sion Com­ple­tion for both Melizia and Killer Mar­go

East Out­side area of the prop­er­ty is a BBQ. Sid Syn­t­hous is mop­ing there because he’s upset about not being able to find the pieces to his action fig­ure, the Super Crawl­bot Com­bin­er. You offer to help.

*Don’t for­get to go down and open the 2 gates for quick access*

4 Super Robot Parts:

  1. Daphne­droid — Fin­ish Hard Up Ghost quest
  2. Gator­Gate — Gatcha Machine in the Arcade (needs 75 Spir­it Points)
  3. Bite-o-Tron — Talk to the Shark life­guard in the north­west sec­tion of the Pool Area near the fun­ny cac­tus
  4. Octo­gon — Fin­ish Stuck Zom­bie 2 quest

Talk to Sid after get­ting all 4, then he’ll give you the last piece, the Crawl­bot Core. Go to Melizia the Witch in the TV Stu­dio. She’ll com­bine them, which should fin­ish out her Pho­to Mis­sion. Bring it back to Sid, who is ecsta­t­ic and will return to Killer Mar­go to fin­ish out her Pho­to Mis­sion.

2 birds, 1 long-wind­ed stone! Yess!

Artist Vampire

  • Wants: Muse
  • Needs: Hand Mir­ror
  • Reward: Stat­ue

Between the back area of the Con­cert Hall and the south exit from the Pool Area, is a met­al door which hous­es an artist vam­pire with a block of stone. He wants to sculpt a self-por­tait, but needs a mir­ror to do that.

The door just to the west of the Main Floor Ele­va­tor is a bath­room. Inside the draw­er is a hand mir­ror.

Give him the hand mir­ror and he’ll real­ize that he does­n’t have a reflec­tion. So he sculpts you. Super proud of him­self, he turns into a bat and flies away to Twit­ter to boast. Take the sculp­ture for Medusa’s Pho­to Mis­sion.

Hard Up Ghost

  • Wants: Hook up with spooky hon­ey
  • Needs: Fin­ish All­Star quest
  • Reward: Daphne­droid

Room 1 of 4 in the Upper Floors (near Medusa and Dan) are 2 sheet ghosts. The first one is your client who com­plains of being “knock­er blocked!” He came to the par­ty to hook up with hot­ties, but the oth­er ghost only wants to play the “trashy lewd” video game, Crawl­co Block Knock­ers.

Com­plete All­Star’s quest (the Bat­tery is in the same room as the ghosts) which knocks a base­ball into the win­dow. That scares Busy Ghost into the arms of Hard Up Ghost who gives you Daphne­droid in thanks.

Dancefloor Skeleton

  • Wants: To dance on stage
  • Needs: Dance TV Tick­et
  • Reward: Access to Yoofy & Alys

In the mid­dle of the big skele­ton con­ga line is a skele­ton in the tophat whose dream it is to dance for an audi­ence.

Com­plete the Lock­er Room Skele­ton (need 50 Spir­it Points) quest to get the tick­et.

Give him the tick­et and he’ll move out of your way.

Ramsesuke Coin Changer

  • Wants: To fix the coin chang­er machine
  • Needs: Cell Phone Charg­er
  • Reward: Tokens

After ini­ti­at­ing Shei­da Bharo’s Pho­to Mis­sion, go try the coin chang­er to find that it is bro­ken. Talk to Ram­sesuke who will try to call for repair, but the phone needs charg­ing.

Fin­ish Kill­bot’s quest (need 50 Spir­it Points) and come back.

Call the repair com­pa­ny. Leave the room and return to see that Daisy has arrived and start­ed. While she’s inside the machine, take a few tokens from the buck­et…

Talk to Daisy, and she’ll ask for 20 tools from her tool­box in the ulti­mate fetch quest (read the descrip­tions for some fun): A screw­driv­er, Philip’s head screw­driv­er, Tri­wing screw­driv­er, ham­mer, span­ner, pipe wrench, allen wrench, spud wrench, nee­dle nose pli­ers, tape mea­sure, lev­el, clamps, elec­tric drill, sol­der­ing iron, ball peen ham­mer, elec­tri­cal tape, scis­sors, sand­pa­per, dog­leg ream­er, AND *big breath* Geiger counter.

Door Puzzle

  • Use­ful: Ero Pow­er Game Mag­a­zine
  • Reward: Unlock path to Obser­va­to­ry

The north­most door in the Upper Floor (near Medusa) leads to a ghost and 6 doors. If you have the Game Mag­a­zine, the ghost will tell you that it gives you a clue to solv­ing it.

Clue: “From left to right, top to bot­tom, 2, 5, 1, 6, 3, 4”

You don’t need the clue, and it’s pos­si­ble to guess the solu­tion. Even the game admits it’s super vague. If you’re guess­ing, basi­cal­ly, every time you see zany mon­sters mov­ing around, you’re doing it right (Order: Vam­pire, ghost line, mon­ster car, skele­ton con­ga line, danc­ing frog).

Solu­tion: Imag­ine doors from left to right, top to down are num­bered 1–6. The clue tells you what order to go through them in.

Bony Pervert: Pool Locker room

  • Need: Sit on Toi­let
  • Reward: Extra Pho­to

Room 4 of 4 in the Upper Floor is a bath­room. Sit on it for a lit­tle until you start think­ing “dirty thoughts”

Go to the lock­er room in the Pool Area. Talk to the skele­ton hold­ing the cup in the show­ers.

Peep into the wom­en’s lock­er room. Snap a pho­to (does not count for any Spir­it Points)

Dr. Lesbrock’s Photo

*I have not com­plet­ed this, this info is from the inter­net*

Need: Self-help Book

Must beat Tub­ing minigame with 100 or more gems

Talk to the ghost who gives you the self-help book, and then you head to the one room in the Upper Floor you could­n’t do any­thing with. Talk to the draw­er with the eyes.

Bring the Hand­some Ghost to Dr. Les­brock. Appar­ent­ly, they’ll hop into the van which will start rock­ing. Make sure to peep into the vehi­cle to snag the pho­to, oth­er­wise you lose your chance.

End Game

Talk to Dr. Les­brock, and tell her you’re ready to go. You almost leave, but then she gets an intense, con­cen­trat­ed read­ing, so she joins you and fol­lows you into the man­sion.

It’s sud­den­ly devoid of beings and music (even the eyes in the draw­er upstairs are miss­ing)…

Feel free to explore the emp­ty man­sion. If you want to talk to some of the minor char­ac­ters you inter­act­ed with before, approach from either the roof where you found Enri­ca or the East Out­side area atop the stairs where Jaki hangs out.

When you’re ready, find every­one gath­ered in the Con­cert Hall! Gah! It’s a trap! They fig­ured out that their images would be exposed to the world! Eep! They’ll let you go if you can beat them in a lit­tle game…otherwise it’s DEATH.

Com­mence the final bat­tle: A Dance-OFF! *There’s an option to auto­play if you don’t want to by the door when you enter it* It’s the same danc­ing minigame the Aliens had you do.

Fin­ish it and they invite Dr. Les­brock to join the Aliens. She’s ecsta­t­ic, and their Top Secret Par­ty stays a secret.

Get treat­ed to the Final Pho­to.

Watch the cred­its (or not).

Post-Game

The 1st time I beat the game, Suc­cu-Bounc­ers appeared in the Extra Menu

The 2nd time I beat the game, it unlocked Time-Attack where it records your speed and gives you skates to run around faster

Locations

CLICK HERE for some pos­si­bly help­ful loca­tion images with labels

This is a map some­one made and post­ed on the Steam Com­mu­ni­ty Hub

Miscellaneous

  • Boo Par­ty: BooB Par­ty
  • Even though this is an H‑game, it’s quite mild. The “uncen­sored” pics are all just car­toon boobs, while the “cen­sored” pics are the same with stars on the nips. Sex­u­al con­tent is more innu­en­do than any­thing (except maybe the Dr. Les­brock pho­to?)
  • Dr. Les­brock? Dr. Lesb…ian? She says things like, “I’ll have to study these [pho­tos] lat­er… in pri­vate,” and “WOW! Look at those big…readings!” And ‑rock mii­ight imply a lit­tle futa action??
  • Instant Caul­dron? Ins­ta-Pot.
  • Far east book­case on stage in the TV Stu­dio will tell you the ingre­di­ents for the Ham­burg­er
  • The west­ern­most book­case in the library, top floor is a Toy Mag­a­zine which tells you the parts of the Super Crawl­bot Com­bin­er (Dephne­droid & Octo­gon for arms; Bite-o-Tron & Gator-Gate for feet; Might Crawl­core is cen­ter)
  • Crawl­co Block Knock­ers, the game the female ghost is play­ing instead of hook­ing up with the male ghost, is anoth­er game devel­oped by Cos­mi Kankei.
  • Game Mag­a­zine “Now you’re play­ing with Pow­er. Ero Pow­er!” looks sus­pi­cious­ly like Nin­ten­do Pow­er. It even con­tains Porno Pulse (Play­er’s Pulse), Car­nal Cor­ner (Coun­selors’ Cor­ner), and Horny and Nasty (Howard and Nestor) com­ic
  • Pos­si­ble Name ref­er­ences (maybe I’m read­ing too far into this?): Shei­da Bharo (She- da- Pharoah), Jaki Nikko (Jack Nichol­son), Mari­ah Coun­tee (Mari­ah Carey), Dreya (Dryad), Frankie (Franken­stein), Glehn­na Queanne (long­shot: there’s a mature audi­ence pod­cast called Glenn King’s Mature Audi­ence May­hem. Per­haps just a coin­ci­dence? It’s just a strange name com­pared to the oth­er char­ac­ters)
  • When explor­ing the emp­ty man­sion, you STILL can’t access the wom­en’s lock­er room. There’s an invis­i­ble bar­ri­er around it
  • When you come back into the man­sion right before the final Dance-Off and every­one is gone, if you check the paint­ing por­trait, the Madam, has turned into a skele­ton.

All Photos

  • There are 17 total (as con­firmed by the devel­op­er).
  • Apart from the 12 need­ed for the game, there are 4 oth­er slots of pho­tos, plus the Final Game Pho­to. I’ll post them all here for col­lec­tive­ness

Main 12

Final Photo

4 5 Extra Pictures!!

Ini­tial­ly, there were only 4 extra pho­tos, but a cer­tain hero, Jeff, informed me that there was anoth­er and then sup­plied me with them, too! Thank you!!

Peep­ing Tom Pho­to

Madam Pho­to

Dr. Les­brock­’s Pho­to

Sup­plied by Jeff!! Thank you!

From user Pun­Cala: “You can get Dr. Lesbrock’s pho­to by going to the room where a ghost is hid­ing inside the draw­er, I think it was upstairs, on the right side of the floor. You need to have the self help book, which then makes the ghost come out. It’s a hand­some ghost. Take the ghost with you and take him to Dr. Les­brock out­side the man­sion. She says she needs to study the ghost and they go inside the van. While the van is rock­ing, go and sneak a pho­to of them. Imo the best pho­to in the game”

Skate Pho­to

Also sup­plied by Jeff!! Thank you, again!

From user Black­Cat: “Hi, I found out how to get the 17. pic­ture. You need to beat the game in Time Attack mode, were you wear the skates. I’m not sure if you need to beat it under a hour to unlock the pic­ture since I fin­ished with a play­time of rough­ly 45min but after the final pic­ture you get a pic­ture called pho­to­skate with the MC, the wolf girl and the franken­stein girl wear­ing skates say­ing “thx for play­ing” from the devel­op­er.”

Suc­cubus Pho­to

Yet again cred­it to Jeff!

From Jeff: “I beat all the lev­els on the Suc­cu Bounc­er game after the skele­tons left the arcade.  I don’t know if it helped, but I beat the first lev­el with a per­fect score, and I only used one con­tin­ue.