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

Namariel Legends Iron Lord Written Walkthrough (Nintendo Switch)

writ­ten 7/27/25, updat­ed 7/29/25

Back to Video Game Guides

  • Pub­lished: Join­dots
  • Plat­form Played: Nin­ten­do Switch
  • Price: $11.99 MSRP: $15.99
  • Rat­ed: E10+ (Every­one 10+) for fan­ta­sy vio­lence
  • Genre: Adven­ture
  • Date Released: March 30, 2023

This is a writ­ten walk­through for Namariel Leg­ends Iron Lord by Join­dots GmbH (Ger­many) and Shaman Games, played on the Nin­ten­do Switch. It’s not intend­ed to nec­es­sar­i­ly help you solve puz­zles as I tend to skip them when I find them irri­tat­ing or dif­fi­cult, but it does have some puz­zle solu­tions

Game Start

What the intro cin­e­mat­ics

Fun Note: if you played King­dom of Aure­lia: Mys­tery of the Poi­soned Dag­ger which was released for the Switch in March 2023, one month before this game, you would notice that the names are all a tad bit dif­fer­ent

Uncle Davincino’s House

  • Lis­ten to Uncle gripe
  • Take the Com­pass Nee­dle and Teapot from the table
  • Back out
  • Take the Umbrel­la from the floor
  • Look at the 3 draw­ers on the floor to the left
  • Open the 1st and 3rd draw­ers
  • Take the Wing, Bolt, and Crys­tal
  • Use the Bolt to secure the han­dle to the mid­dle draw­er
  • Take the Wing and Crys­tal
  • Open the cup­board up high on the left wall, move the dish­es, take the Rung
  • Look at the table clos­est to you and take the Rung
  • Place the Crys­tal x2 and assem­ble the Mind­scope (there are instruc­tions, but it’s super sim­ple even with­out them)
  • Use the Umbrel­la on the square thing on the upper right and pull it down
  • Open it up
  • Use the Mind­scope on the Aira crea­ture
  • Click on her and free her tail
  • Take the Oil Can and give it to Uncle Davi­ci­no
  • Go out the door, click on the lit­tle robot
  • Click on Aira
  • Pick up Rung x3 from under­neath her, across the deck, and over on the left pul­ley
  • Use the Rung x5 on the holes in the wall
  • Climb up
  • Take the Board and Bird, then look at the pic­ture
  • Use the Board on the deck to get the Iron
  • Place the Iron on the pul­ley to open the hatch
  • Go down
  • Take the Bicy­cle Chain from the water basin, use it on the wind­mill pul­ley
  • Take the Scis­sors
  • Go back into the house, use the Scis­sors on the Air Bal­loon to get it and a Faucet Han­dle
  • Use the Faucet Han­dle above the fun­nel out­side the door, turn it on
  • Go down the hatch
  • Use the Teapot on the water basin, take the Acorn
  • Look under the tree roots. Use the Acorn to lure Aira out and get a Bird
  • Return to the house and use the Teapot of Water on the 2 cylin­ders on the table
  • Grab the Bird
  • Use all 3 Birds on the cage next to Uncle

Bird Puzzle!

Move the parts until all the birds are prop­er­ly assem­bled col­or and motif

Hint: The bod­ies and legs do not swap

  • Take the Lighter
  • Go back out to the tree
  • Use the Wing x2 on the struc­ture on the left
  • Use the Air Bal­loon on the rope lad­der on the ground, turn the lever, then use the Lighter
  • Pull the rope on the struc­ture
  • Take the Tweez­ers and Puz­zle Piece from the bag
  • Look in the tree hol­low while you’re up there, remove the leaves, and take the Robot
  • Give Uncle the robot, and he’ll give you anoth­er Puz­zle Piece
  • Use Puz­zle Piece x2 on the green box on the counter

Impossible Puzzle!

Not only do I hate puz­zles like this, but the Switch con­trols make this lit­er­al­ly impos­si­ble, so I skipped it

  • Give Uncle his Glass­es because he could­n’t do any of this him­self for what­ev­er rea­son
  • Watch the cutscene. Oh no!

Escape Imprisonment!

  • Pull the chain, pick up the Coin, and use it on the grate to get Jim
  • Use Jim to hit the but­ton
  • Take the Cir­cu­lar Saw and Stun Gun from the creepy chair
  • Look through the door
  • Use the Cir­cu­lar Saw on the door grates (how’d no one hear that?)
  • Send Jim through
  • Head out
  • Go down the hall
  • Use Jim on the iron break­er robot
  • Pick up the Film and use it on the only unlit pro­jec­tor
  • When you’re ready, hit the green but­ton
  • This part is time sen­si­tive: when the robot turns around, grab the Safe Key
  • Use it on the upper left por­tion of the red machine
  • Take the Dyna­mite Stick, use it on the table you got the film from, and paint it white and black
  • Hit the green but­ton again for anoth­er timed event
  • Replace the birch stick on the con­vey­or belt with the Paint­ed Dyna­mite Stick
  • Then hit the blue but­ton
  • Watch it blow up, then pick up the Light­ed Gear from the dis­mem­bered robot arm
  • Go back to the hall­way and use it on the left­most wall

Color Spin Puzzle!

Spin them around until the col­ors match

  • Use your new Wrench on the bro­ken robot head, then take the Met­al Plate
  • Open the grate on the pipe to the left of the red cylin­der, and take the Blinds Lever
  • Back in the hall­way, use it on the lou­vres
  • Zap the robot worm with the Stun Gun
  • Take the Start­ing Cord and Token
  • Go back into your cell, and use the Token under the creepy chair
  • Take the Stack of Papers to the room with the robot, and use it on the left­most part of the room which is a shred­der
  • Use a piece of paper, then pull the cord
  • When the machine comes out, quick­ly inspect it and hit the red but­ton to turn it off (if it runs away, just do it again)
  • Open the hatch, take the Acorn, then take the Vac­u­um Clean­er
  • Go back into the hall­way
  • Use the Vac­u­um Clean­er on the floor grate
  • Turn it on, turn it off, open the hatch, take the Met­al Plate
  • Go back and use the Met­al Plate x2 on the ham­ster wheel where Aira is wait­ing
  • Entice her with the Acorn and she’ll give you the code: 8, 0, 3
  • Input this into the wall next to the fan
  • Fol­low the rodent
  • Pick up the Book
  • Open the machine, take the Wire Cut­ters
  • Use the Start­ing Cord, pull it, then pull the switch
  • Take the Emp­ty Bot­tle
  • Look at the new­ly grown tree and take the Blue Flow­ers x5
  • Take the Yel­low Moss from the pot with the Venus fly trap
  • Look upwards and use the Wire Cut­ters on the wire hold­ing the grate closed
  • Take the Sol­vent and Red Berries x4
  • Look at the appa­ra­tus on the table
  • Use the Red Berries, Yel­low Moss, Blue Flow­ers, and Emp­ty Bot­tle
  • Com­bine them, boil the solu­tion, then take the Growth Pro­mot­er
  • Use it on the appa­ra­tus
  • Go back to where you blew up the robot and use the Sol­vent on the spilled glue
  • Pick up the Switch and go back to the plant room
  • Use it on the con­trol pan­el: spin the dial, then press the arrows
  • Watch the cutscene
  • Take the Clock Key from the robot­’s remains
  • Go for­ward
  • Take the Book from the cof­fee table
  • Take the Spy­glass and note the flags
  • Take the Hook from the wall next to the boar’s head
  • Inspect the globe

Flag Puzzle!

Refer­ring to the flags found ear­li­er, press the coun­tries in the cor­rect order

  • With the 3rd Book in hand, zoom into the shelf on the right side of the room and place all 3 there

Book Puzzle!

Order the books to make a pic­ture

Hint: There’s a use­ful image on the wall in the back

  • Use your new Sea­horse on the desk clock
  • Rotate them until they click, then use the Clock Key
  • Take the Glove back a room to get the UV Lamp
  • Go use it on the desk lamp
  • Press the hand­print
  • Take the Weed Killer, go back­wards, and use it on the thorns (up high)
  • Bring the Torn Page back to the book and use it. Note the clues on both pages
  • Inspect the gold stat­ue next to the door

Move the Statue Puzzle

Self-Explana­to­ry

  • Go through the door
  • Click on Mar­cus who seems to be very near­sight­ed
  • Look at the left of the screen

Maze Puzzle!

Noth­ing to it

The chain in my game kept going dis­tract­ing­ly bananas, though it did­n’t affect any­thing

  • Behind that hatch, place the Tele­scope
  • Look at the periscope (mid-left of the room)
  • Use the Hook on the yel­low-striped thing, lift up the periscope and let is sit on the hook, and take the Boar Fang
  • Look at the steer­ing con­trols
  • Open the glass dome, place the Com­pass Nee­dle, and take the Pro­peller
  • Look to the left side of the wheel

Cylinder Puzzle

Turn the sec­tions of the mid­dle until you can drag the red han­dle all the way over to the right

  • Now you’re ready for…

Coordinates Puzzle

This one is in 3 parts and relate to the invis­i­ble ink clue from before. In the cock­pit are 3 view­ing points that you have now unlocked. They have num­bers under­neath and you need to set their view­points cor­rect­ly using the clue from before.

NOTE: Make sure you press the num­ber when it starts to blink gold or it won’t count

Hint:

1: X= 50; Y= ‑50

2: X= ‑90; Y= ‑50

3: X= 40; Y= 40

  • Go back to the office and use the Boar Fang for anoth­er Pro­peller
  • Back in the cock­pit, look at the left side of the room under the glass
  • Use the Pro­pellers

Propeller Puzzle!

Remem­ber those view­points from the view­er puz­zle above? This is where you’ll need those clues. When you’re done plac­ing the pro­pellers, flip the switch­es

Hint:

1: Yel­low and Green

2: White and Red

3: Orange and Blue

  • Take the Bathy­scaphe (def: “a self-pro­pelled vehi­cle used for deep-sea dives”)
  • Go back to the office and use it on the aquar­i­um

Bathyscaphe Puzzle

Lots of these all of the sud­den, huh…? You have to nav­i­gate 6 rounds of this game to move the ves­sel by con­trol­ling bub­ble jets

Round 1

Round 2A — Get the Key

Round 2B — Unlock the Door

Round 3A — Get the Clip

Round 3B — Place the Clip

Round 3C — Escape

  • Receive for your efforts the Cap­tain’s Key­card
  • Use it on the ele­va­tor pan­el

Color Snake Puzzle

Move the col­ored balls around until the prop­er col­ors sit in the prop­er places. This one’s real­ly not too bad

  • Use the lift to go down

Some­how they just got Uncle out of his cell? After all of that time of solv­ing end­less puz­zles and such? …Hmm… per­haps they tor­tured him…?

  • Use the Cap­tain’s Key­card again
  • Go into Uncle’s cell, look at the bed for some Bulbs, and take the Hose from the win­dow

Color Snake #2 Puzzle

This one is a tad hard­er, but not by much

How did they use the machine with­out these bulbs?

  • Go through the door. Too late again!
  • Try to use the lever, but with your accursed luck, there’s now a bone stuck in the gear mech­a­nism
  • Look at the sec­ond lever on the lever machine
  • Use the Tweez­ers for a Fuse, then open the hatch for an Emp­ty Blow­torch
  • Go back­wards to the room where you blew up the robot ear­li­er, and place the Emp­ty Blow­torch near the red can­is­ter
  • Place the Hose, then turn the valve
  • Use your new Full Blow­torch on the grate in the mid­dle of the pipe out on the dock
  • Send Jim into the hole
  • It’ll launch an Iron Bone from the gears
  • Pull the red lever
  • Inspect the con­trol pan­el to the right
  • Hit the red but­ton
  • Break the glass with the Iron Bone, remove the bro­ken fuse, place a new Fuse
  • Hit the red but­ton again
  • Look at the side of the cable car, open the hatch cov­er, insert the plug
  • Go inside
  • Under­neath the seat, open the wolf mouths and insert the Iron Bone
  • Take the Lad­der
  • Use the Glove on the bro­ken glass to the left for Bro­ken Glass
  • Take the Tick­et from the wall
  • Back on the dock, use the Lad­der on the left side

Fill in the Spaces Puzzle

This is one of those snake puz­zles where you need to fill all the spaces. Super sim­ple

  • Take the Mag­net and Han­dle
  • Return to the cable car
  • Use the Mag­net on the oth­er bro­ken glass (aim it at the hole) to get some Punch­es
  • Inspect the con­troller
  • Turn off 7 valves, then use the Han­dle on the last one
  • Inspect the tick­et there, but it’s ripped, so…
  • Back out again to where you got the blow­torch, and use the Punch­es on the gold thing with holes
  • Use the Tick­et

Punch Puzzle

With the torn tick­et as a guide, slide the punch shapes around until you get the exact match. Hit the red but­ton when you’re done

The con­trols are incred­i­bly finicky, but gen­er­al­ly, try to do the far­thest ones first

  • Return to the cable car
  • Zoom in on the con­trol sta­tion

Start Engine Puzzle

Using the clue from the chair, set every­thing in the prop­er posi­tions and use the Tick­et in the slot

After Them!

  • Watch the cutscene
  • Take the Lamp from the table
  • Use the Bro­ken Glass on the burlap sack
  • Take the Grate Key
  • Take the Gun and Emblem
  • Use the Gun in the hangar on the bar­rel on the left
  • Go up the lad­der
  • Take the Puz­zle Piece and the Leather Bag
  • Use the Leather Bag on the pile of sand on the ground
  • Open the lid to the hour­glass on the table, use the Bag of Sand, then close the lid
  • Open the cap­sule for a Puz­zle Piece
  • Use both Puz­zle Pieces on the lock on Aira’s cage

Tetris Puzzle

Let’s play some tetris!

  • Take the Ring back to the cable car and use it on the floor grate
  • Use the Lamp x2 on the con­trol tow­er

Assembly Puzzle

Assem­ble the heli­copter accord­ing to the instruc­tions

  • Board the air­craft, hit the red but­ton, look at the handy instruc­tions
  • Can’t go any­where with­out fuel, so grab the Boat Hook
  • Head back to the cable car, go up the lad­der
  • Use the Boat Hook on the pin to release it
    • Press the but­ton
    • Watch the cutscene
    • Go back to the cock­pit
    • Start the engine using the clue

Engine Start #2 Puzzle

  • Off we go!

Get the Airship Working

  • Try to move for­ward
  • Watch the cutscene
  • Go for­wards
  • Take the Bar­rel Frag­ment from the ground
  • Take the Net from the scare­crow
  • Take the Can from the dock
  • Use Jim on the stump for a Ham­mer
  • Click on Phar­i­on
  • Fol­low him
  • Lis­ten to him
  • Look on the left shelf and press the 5 books back into place
  • Use the Ham­mer on the back wall, take the Nails, and take the Book of Con­stel­la­tions
  • Use the Book of Con­stel­la­tions on the stand to the left

Rotation Puzzle

You have to rotate the image until you get the pic­ture shone in the book

  • Take the Crys­tal
  • Go out of the hut and try to cross the bridge
  • Try to pick up the hat
  • Take the Weight from the far-left rail­ing
  • Go back inside, and use it on the clock
  • Inspect the top of the clock

Event Sequence Puzzle!

Fig­ure out the sequence of events

Solu­tion: Arrow to Archer > Tip the Buck­et > Ingot on Anvil > Sword to Knight > Click on Knight > Open Door

  • Go back onto the deck
  • Use the Net then the Nee­dle on the hat on the ground to get a Bee­keep­er’s Hat
  • Return to out­side
  • Use the Crys­tal on the ground and take the Sun
  • Go out to the shed and use the Bee­keep­er’s Hat
  • Pick up the Sticky Pad­lock
  • Use the Bar­rel Frag­ment, Nails, and Ham­mer on the bro­ken hive
  • Look at the big crea­ture, take off the tarp, and take the Arrow
  • Go towards the shed, then past that to the kitchen
  • Take the Bow String
  • Back up and use the Sticky Pad­lock on the anthill to get a Pad­lock
  • Go back to the deck
  • Use the Bow String and Arrow on the mount­ed cross­bow
  • Low­er the latch on the bridge and use the Pad­lock
  • Go into the obser­va­to­ry
  • Take the Whirligig, Bel­lows, and the Gar­den Shov­el
  • Back­track to the scare­crow
  • Place the Whirligig on the stick for a Float and Hook
  • Use the Gar­den Shov­el, then Can on the ground for a Can of Worms
  • Go towards the dock
  • Place the Can of Worms on the wood, then the Float and Hook on the end of the fish­ing pole
  • Here’s a rather tedious Mini Game. Catch 5 Fish, but make sure to pull when the float goes under­wa­ter or you’ll miss
  • Head to the kitchen
  • Place the Fish in the pan, put that in the oven, then use the Bel­lows
  • Deliv­er the Fried Fish to the obser­va­to­ry crea­ture
  • Use the Eye­piece on the tele­scope
  • Note the image there
  • Look at the gold thing to the right of the tele­scope
  • Use the Sun

Orbit Puzzle

Place the col­ored gems accord­ing to the clue

  • Take the Recipe
  • Head over to the kitchen with it, and use it on the board

Make the Cake

Just fol­low the instruc­tions to make a fruit cake for the big beast

Solu­tion:

Dough + Straw­ber­ries + Pears + Cher­ries

Dough + Apple + Pineap­ples + Bananas

Dough + Icing

Bake

  • Deliv­er the Cake to the beast in exchange for a Bell
  • Place it on the deck
  • Ring it
  • Watch the cutscene
  • Take the Shield
  • Go up to the left
  • Use the Shield on the fig­ure to the right to get the Assegai (polearm used for throw­ing from South Africa)
  • Go back­wards
  • Use the Assegai on the crevice to get the Glow­worm (It looks more like a bee­tle than a glow worm)
  • Place the Glow­worm in the skull of the door
  • Go inside
  • Use the Assegai on the hang­ing net to get a Pump­kin
  • Go out­side and use the Pump­kin on the scale
  • Take the Lid and Hon­ey Dip­per
  • Go inside
  • Place the Lid on the caul­drn
  • Use the Assegai on the rope
  • Look at the bro­ken mask on the ground
  • Take the Pear
  • Feed it to the unhap­py snail from before
  • Go up the new path
  • Use the Hon­ey Dip­per on the sap on the ground
  • Have Jim grab the rope on the right side
  • Zoom in on the winch and tie the rope
  • Go across the bridge
  • Use the Emblem on the door
  • Pick up the Rusty Razor
  • Go back to the hut
  • Use the Rusty Razor on the grind­ing wheel
  • Go out, use the Razor on the skin
  • Place the Skin next to the bro­ken drum on the table
  • Remove the ring, then the bro­ken skin from the drum
  • Use the Razor
  • Place the new skin, then the ring, take the Drum
  • Place it with the oth­er 2
  • Use Sticky Sap to repair the bro­ken mask
  • Give the Mask to the crea­ture

Play the Drum Game

Repeat the sequence

Hint: the caul­dron always shows the next col­or, so you don’t need to mem­o­rize it

Round 1: Blue, Yel­low, Red, Red, Blue; or Blue Yel­low, Red, Red, Blue

Round 2: Yel­low, Red, Yel­low, Yel­low, Red

Round 3: Blue, Yel­low, Blue, Red, Yel­low, Red, Red

  • Head back to where the winch is
  • Place the Idols on the 3 plat­forms and play the Minigame
  • Go into the hole
  • Use Jim on Aira
  • Play the game where you herd the dan­de­lion things into the flow­ers THREE times
  • Then move all three flow­ers until the leaves open
  • Go up
  • Look to the north of the room

Water Puzzle!

Swap the tiles until the water flows into every root

Hint: You only need to move 2 tiles

  • Take the Ladle from the bot­tom of the room
  • Go back up and use it to catch Tree Blood
  • Go back to where you got the ladle and use the Tree Blood
  • Send Jim down

Traveling Puzzle!

Move Jim to the key with­out get­ting hit by the bugs

The con­trols are ter­ri­ble, so I skipped it

  • Head back up to the tree heart and use the new Leech Key
  • Take the Tree Shoot
  • Back way up to the begin­ning of the lev­el
  • Use the Tree Shoot at the robot­’s foot
  • Watch the cutscene
  • Open the hatch
  • Watch anoth­er cutscene
  • Take the Emp­ty Pow­er Unit from the cock­pit
  • Use it on the hatch to the left for a Pow­er Unit
  • Go all the way for­ward to the air­ship
  • Remove the old unit and place the Pow­er Unit
  • Take the Rope Lad­der and use it in the crevice in the snail room
  • Go down
  • Shake the flower, then take the Flower

Find the Fuzzy Things Puz­zle!

Find all 23 Woo­bies (sor­ry, I nev­er took a screen­shot and real­l­l­ly don’t want to play this again. They’re easy to find)

  • Go back to the air­ship
  • Use the Woo­bies then the Flower inside the bal­loon

Save Uncle!

  • You can’t do any­thing, so move for­wards
  • Pick up the Hal­berd, Chain, and Buck­et
  • Go back, inspect the bell shaped thing in the back
  • Use the Chain then plug in the pow­er cord
  • Take the Crys­tal
  • Crank the door on the right and use the Hal­berd
  • Go through
  • Click on the robot­’s head, open it, and take the Spring
  • Use the Crys­tal
  • Click on the robot again
  • Take the Mon­goose
  • Inspect the fur­nace
  • Take the Coal Shovel and Pick Head
  • Use the Buck­et under the green valve and fill it to get a Buck­et of Water
  • Go back a room
  • Use the Buck­et of Water on the trough
  • Take the Clay
  • Use the Mon­goose on the mag­net­ic crane in the back
  • Take the Robot Head
  • Play the Minigame
  • Talk to the kid
  • Look in the bust­ed air­ship for a Pipe
  • Go back to the ele­va­tors and use the Robot Head, then Pick Head on the bro­ken robot
  • Click on it
  • Use the Coal Shov­el to get Coal
  • Talk to the kid
  • Try to go up the ele­va­tor by turn­ing the keys
  • Take the Bro­ken Keys
  • Get back to the work­shop
  • Inside the drum, place the Clay on the top rack, then the Bro­ken Keys on the bot­tom

Key Puzzle!

Pair the key pieces to make 3 keys

  • Go over to the fur­nace, use the Coal, then place the met­al bars
  • Zoom into the green valve spot, use the Pipe, turn on the water
  • Take the Key Cast­ings over to the anvil and have the robot break them
  • Bring your Keys over to the ele­va­tor and ride it up
  • Take the Chis­el, then use it in the pipe to your left
  • Take the Sheet­met­al, back out, and use it at the cart tun­nel entrance
  • Pull the lever
  • Use Jim to pull the lad­der down on the oth­er side
  • Climb up and watch the cutscene

The Iron Lord is some los­er???

  • Take the Bel­lows on the lad­der
  • From the bot­tom of the lad­der, take the Crow­bar and Gas Cylin­der
  • Use the Gas Cylin­der on the handy recept­able next to the lad­der
  • Con­nect the hose, turn the valve
  • Use the Crow­bar on the crate across the bridge
  • Pick up the oth­er Bel­lows
  • On the near­est plat­form, use the Bel­lows x2 on the pump
  • Hit the but­ton
  • Use the Crow­bar on the lever on the wall
  • Go for­ward

Ewwww the Los­er is tak­ing a super long show­er…

  • First, go up the stairs
  • Take the Lunch Sched­ule from the bed
  • Go back down­stairs
  • Take a look at the hatch next to the fire­place
  • Go into the suit, take the Clock Key, and use it on the clock

Clock Puzzle — Dinner

Solu­tion: 6:40

  • Take the Cham­pagne, use it on the grate next to the show­er (Even boil­ing water did­n’t phase the weirdo)
  • Take the Sponge, use it on the meal menu
  • Place the Lunch Sched­ule

Clock Puzzle — Breakfast and Lunch

Solu­tion: 8:45 & 1:25

  • Take the Banana Peel and Fork
  • Go back upstairs
  • Use the Banana Peel under the door
  • Take the Access Card
  • Pull back the green cur­tain, use the Fork

Path Puzzle

Place the tracks such that the robot mouse will reach the remote

Hint: There’s only 1 solu­tion and all tracks will be used

  • You get the Mechan­i­cal Rat and Remote Con­trol for your efforts
  • Use the Access Card to open the door
  • Pull out the Remote Con­trol

Platform Moving Puzzle

Move the plat­forms into their prop­er places

  • Take the Han­dle from the sphere

Sailboat Puzzle

Swap and rotate the discs to make images

  • Use the Han­dle on the door to the right
  • Go in
  • Use the Mechan­i­cal Mouse on the dog
  • Pick up the Bull­dog Head
  • Use it on the chain at Uncle’s feet
  • Click on Aira
  • Take the Valve Han­dle and Brush
  • Use the Bull­dog Head on the acorn for a Crys­tal (don’t ask ques­tions, just go with it)
  • Go back to the pri­or room
  • Look at the mech­a­nism to the left
  • Use the Spring and Valve Han­dle
  • Turn the han­dle
  • Go up
  • Take the Anchor and use the Brush
  • Go back to Uncle’s cell
  • Use the Anchor on the Ship to get it
  • Use the Ship on the giant sphere
  • Take the Book Key
  • Go back to the show­er room where Los­er still has no clue what’s going on
  • Talk to Uncle
  • Use the Book Key, take the Eye
  • Place the Eye in the stat­ue

Statue Eye Puzzle

Using the clue from before, change the col­or of the eyes

  • Take the Mechan­i­cal Heart back to the Iron Lord suit
  • USE IT

That was… anti­cli­mac­tic.

  • Now that the way is clear, head to past where the guards were (gen­er­ous­ly leav­ing the mechan­i­cal heart inside of the Iron Lord suit…)
  • Oh look, you have to do all the work again…
  • Take the Hel­met from the robot on the right
  • Take the Palm Leaves from the tree
  • Go back to the fire­place and use the Hel­met
  • Head for­ward to the crys­tal room
  • Zoom into the grate in the back
  • Use the Hot Coals and Palm Leaves
  • Take the acces­si­ble Axe and use it on the pow­er unit on the ground
  • Use the Crys­tal on the con­trol pan­el for…

Last Puzzle!

Is… this minesweep­er? No. Con­nect the col­ored num­bers togeth­er. Each num­ber tells you how many blocks to fill with­out cross­ing

Hint: 1 and 7 are eas­i­est to do first

MAIN GAME COMPLETE!

Bonus Game

Start

  • Take the Mechan­i­cal Heart from the debris
  • Take the Wrench from the trough
  • Go across the walk­way
  • Pick up the Corkscrew
  • Use the Mechan­i­cal Heart on the crane
  • Take the Can­non­ball
  • Retrieve the Mechan­i­cal Heart
  • Go back­wards
  • Use the Can­non­ball on the pipe to the left
  • Use the Mechan­i­cal Hand on the wood­en door
  • Inside, pick up the Put­ty Knife
  • Back out and use it on the trough
  • Place the Cement in the Iron Lord’s hands, then pull the lever
  • Pick up the Star
  • Go back through the door
  • Inspect the small­er bar­rel
  • Use the Wrench
  • Use the Corkscrew
  • Use the Star on the box

Shape Puzzle!

Even with the instruc­tions, the con­trols were impos­si­ble to work, so I just skipped it

  • Use the new Binoc­u­lars across the

Number Code Puzzle

Find the 3 num­bers to unlock the lock

Solu­tion: The tow­er (4), the bal­loon (7), the boat (8)

  • Board the ves­sel, take the Match­es, then use the Mechan­i­cal Heart
  • Full steam ahead (like, what… 20 feet?)!
  • Take the String Bag
  • Go for­ward
  • Take the Sling­shot from the rail­ing
  • Take the Straw from the pigeon nest
  • Use the Sling­shot on the gar­goyle above the lad­der
  • Take the Paper Clip
  • Go back, use the Straw on the down­spout
  • Use the Paper­clip on the lantern
  • Use the Can­dle on the chim­ney
  • Take the But­ton
  • Go for­ward, use the Bee­tle on the pigeon
  • Take the Horn
  • Use the But­ton on the bag on the rail­ing
  • Take the Spike and Arrow
  • Go back, use the Spike on the down­spout
  • Use the Horns x2 on the cow gar­goyle
  • Go back, use the Ring on the lit­tle door
  • Take the Gun­pow­der and Bed­sheets
  • Use the String Bag on the can­non­balls
  • Go for­ward, use the Bag of Can­non­balls on the hook
  • Go for­ward
  • Use the Arrow on the device to the right
  • Take the Acid, use it on the device to the left
  • Get a Ball, take the Saw Blade
  • Use the Spike on the right to get a Spring
  • Use the Spring and Ball on the device to the right
  • Pull the lever
  • Go up the lad­der
  • Place the Saw Blade into the saw for a Hack­saw
  • Use the Bed­sheets on the win­dow for a Ket­tle
  • Take the Tied Sheets
  • Use the Ket­tle and Match­es on the table
  • Use the Boil­ing Water on the teacup near the mir­ror
  • Go back

Symbol Puzzle

Using the clue, swap the but­tons into the cor­rect order

I thought it was going to be back­wards or some­thing because of the mir­ror, nope.

  • Take the Key
  • Go back­wards, use the Tied Sheets on the lad­der
  • Take the Gear
  • Go back to the boat and take the Mechan­i­cal Heart
  • Keep going through the wood­en door in the begin­ning
  • Use the Key

Guide the Lock Puzzle

Guide the thing to the bot­tom, click­ing on the mov­ing spears to keep them back.

  • Place the Gear in the machine
  • Pick up and place all 6 sec­tions of the pipe
  • Take the Shov­el
  • Use the Hack­saw on the large piece of wood
  • Use the Mechan­i­cal Heart on the lift

Oh look, we’re back in the cas­tle

  • Go to the crys­tal room ahead
  • Take the Tongs and Shard from the wall
  • Take the Shard from the device up north
  • Go to Uncle’s cell to the right
  • Take the Mechan­i­cal Mouse, Syringe, and Ham­mer
  • Use the Tongs on the dog’s body for a Key
  • Take the Screw­driv­er from under the burlap
  • Return to the crys­tal room
  • Use the Syringe on the pow­er unit liq­uid
  • Go back a room to the stat­ue and use the Liq­uid Pow­er
  • Take the Can­is­ter back to the crys­tal room, and use it up north
  • Take the Full Cylin­der to the cell and use it on the pipe under the sink
  • Break it with the Ham­mer and take the Chain
  • Head back to the crys­tal room to use the Chain on the ground
  • Break the glass to the left with the Ham­mer, then place the Arrestor Block
  • Pick up the Shards x6 from the ground
  • Undo the grate on the ground
  • Use the Mechan­i­cal Mouse and Key
  • Pick up the Shard
  • Use the Screw­driv­er on the robot
  • Place the Robot Eye into the dog in the cell
  • Take the Shard
  • Go back down the lift and use the Shards x10 on the door pan­el in the room with the bar­rels

Crystal Puzzle

Place the crys­tals to make up the shape

  • Go through the door
  • Take the Rock­et Cone from the box in the back
  • Use the Shov­el in the cart
  • Take the Rock­et Body
  • Inspect the table and place the Rock­et Cone and Rock­et Body

Rocket Assembly Puzzle!

Fol­low the instruc­tions to assem­ble the rock­et

Solu­tion: rock­et body + fins > scoop + gun­pow­der > end­cap > dip fuse (string) into glue + gun­pow­der > place fuse into rock­et body

  • Place Rock­et onto cart
  • Light with Match­es
  • Move for­ward
  • Oh no! Final Bat­tle!
  • Use Jim on the board to the right
  • Take the Con­trol Wheel then place it on the pil­lar
  • Turn both wheels
  • Take the Wire Cut­ters from the mech­a­nism
  • Use the Wire Cut­ters in the pri­or room
  • Use the Fire Extin­guish­er on the fur­nace
  • Use the Wire Cut­ters on the box to the left
  • Take the Pro­jec­tor Lamp, then use it on the light
  • Look at where the light is shin­ing, note the num­bers (583)
  • Return to the pri­or room and input the code into the box
  • Use the Dyna­mite and Match­es on the rock
  • Go save your mom!

GAME COMPLETE!

Back to Video Game Guides