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Escape Simulator

Cheat Codes:
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Submitted by: David K.

How to Complete Murder at Jefferson Estate Escape Room:
-------------------------------------------------------
Written by Lucci

-=Murder at Jefferson Estate Walkthrough=-
If you are having trouble solving a particular puzzle, I advise you to 
please read each note carefully. If your still having trouble here are the 
solutions to each puzzle

-=Unlocking the office=-
The key to the main office is inside the record player, the clue on how to 
open it is on the small shelf next to the arm chair in the living room. If 
you look into the office through the window you will see a record on the top 
shelf to the right. If you go back to the living room you will find a stack 
of records, in which you will find the duplicate of the one you saw on the 
office shelf, use this record to open the record player and get the office key.

-=Getting the computer password=-
There is a clue about the computer password on top of the PC tower, when 
looking at the clue its shows a set of 4 colour coded digits in the form of 
(*)s. If you use this clue while looking at the portraits of Jefferson JR and 
Jefferson SR, you will notice that there is colour coded numbers on each. 
The answer to the puzzle is Jefferson SRs number subtracted by Jefferson JRs 
number (the difference) (2-6-4-9)

-=The Dining room picture puzzle=-
Each picture has a tag with a shape on it. Clicking the small picture frames 
on the floating shelves will reveal a set of numbers one over each picture. 
use the tags to find the correct number for each symbol and use the order of 
the pictures on the shelf to get the combination (0-8-9-6). This give you 
the USB drive

-=Opening the secret room=-
Hidden in the fireplace is a burned note that hints toward a secret room 
somewhere in the house. It also hints towards a trap door somewhere near 
the fireplace. Moving the armchair to the left of the fire place will reveal 
the trap door, they key to which is inside the office cabinets. Opening this 
will reveal a new clue as well as open the bottom left door of the shelf 
right of the fire place. To get the combination to this lock, refer to the 
clue in the trap door which shows a miniature of the dining room table. If 
you look inside each tea cup on the table it will have a number of marbles 
in it. Each number relates to a digit of the combination, relative to the 
golden candle stick at the head of the table. Entering the correct combination 
will open the secret room revealing the hidden location of the body.

-=Getting the security footage=-
Once you have the USB drive, the hard drive (in the cabinet with the body) 
and have turned on the computer. Insert the hard drive on the side of the 
tower, click “Load HDD”, then click “Download security files”, the USB drive 
will turn green and you can now pick it up and place it on the evidence pedestal

-=The DNA Scanner=-
There are many pieces of DNA in the form of hair samples scattered around 
the house, the correct two pieces is the one near the body (hinted at by the 
original case notes) and the one in the cigar box in the bottom right office 
cabinet (key found in the living room cabinet, hinted at by the note in the 
left side computer desk drawer). Once you have the two valid samples, place 
them on the DNA scanner and click the button. Once the DNA scanner has 
completed it will print out a report which can be placed on the evidence 
pedestal.

-=Murder weapon=-
Once you open the secret room and have found the body, grab the skull on 
top of the bag of money. The skull has a distinct marking that hints toward 
the murder weapon (Fireplace shovel). The murder weapon itself has faint 
markings of blood as well. Once you have the murder weapon and the skull, 
place the skull on the evidence pedestal and then place the murder weapon 
on the back of the skull on the markings.

-=Completing the room=-
To complete the room all three pieces of evidence () need to be placed on 
their respective pedestals and the room will complete.





Adfundum / The First Adventure Guide:
-------------------------------------
Written by Lycos

Step by step guide for the first adventure.

-=Guide for the First Adventure=-

1.First grab the golden key under the pillow.
2.Turn both wall lamps to open the painting. Behind it turn on the first 
  and the third switch to get electric power.
3.Use the golden key on both cabinet doors by the desk. You find a envelope 
  with a paper in it, a notepad and ten alchemy book’s. Combine the informations 
  and you got the key 3 5 4 2.
4.Use the key on the chest and take out the four small stone statues.
5.Put them on the wooden board on the dest and push the butten to get the keycard.
6.Now look under the dest and you find a secret switch (only works if power is on). 
  Push it to open the right drawer. Inside you find a book and an other secret switch.
  Push it to open the left drawer.
7.Combine the storry of the book an the tarot cards and you get 3 5 2 / 6 8 7.
8.Take the golden ram and go to the grandfather clock and set the time to 09:55. 
  You find the time on the broken clock in the bookshelf.
9.Now put the golden ram into the glassvitrine.
10.Go into the new room and take the katana sword. Put it on the katana stand on 
   the wall.
11.Here comes the most tricky part of it. By the dest you see now a calcboard with 
   four maths on it.
   How it work:
   * 6+8=14 1+4=5
   * 1+3=4
   * 5+2+9+2=18 1+8=9
   * 1+4+7+8=20 2+0=2

   Solution:
   5 4 9 2
12.Go to the chest and open it. You get a key.
13.Last step, go to the Door, use the key card and the key and youre done.




Pandemic! Hints and Walkthrough:
--------------------------------
Written by Lucci

A set of hints and solutions for the Escape Simulator Community room Pandemic!

-=Specimen room one=-
* Hint: There seems to be a black ledger missing from the pin board in this room.
* Hint: Its telling me I need to reset every sever in the main lab from this external 
  server node.
* Hint: The servers in the main lab are now showing a different sequence.

Solution: Use the reset codes in the ledger and input them one at a time in specimen 
room one. the corresponding server rack in the main lab will show a new sequence. If 
done correctly each reset code will give you a digit of the lock corresponding to the 
server rack number found on the whiteboard in the corner of the main lab. 
The final code should result as 23894.

-=Specimen room two=-
* Hint: There seems to be a clipboard in the skeletons lap.
* Hint: The image looks like the two drawers in the room.
* Hint: The drawers have letters.
* Hint: In the main lab there are some computers i can turn on.
* Hint: The patient files have some numbers and letters highlighted.

Solution: patient files and determine what two letters correspond to what numbers 
(NC:4 BB:6 BW:5 CD:28) Then use those numbers and symbols to solve the equations on 
the clipboard found in room two.The resulting combination will be: 22397

-=Specimen room three=-
* Hint: There seems to be a helmet on this skeleton.
* Hint: He has a USB key… maybe it I can put in in this computer.
* Hint: The computers are telling me which meals this specimen Did not eat.
* Hint: In the main lab there are some refrigerators.
* Hint: They have meals in them,the cupboard between also shows me which meals 
  are which.
* Hint: I can click on some of the meals to slide them out.

Solution: In the main lab select the meals that were not eaten by specimen three, 
doing so correctly will reveal a code between the fridges (24361).

-=Getting to the main lab=-
* Hint: Use the three specimen room key cards to unlock the exit towards the main lab.
* Hint: there are some lockers that have been opened, they all seem to have number on them.
* Hint: there is a message to leave your cell phone inside your locker.

Solution: the combination is the locker numbers that have cell phones in them (148).

-=Creating the cure=-
* Hint: There is a centrifuge in the room with an instruction manual… maybe i should read it.
* Hint: there is more tablets on another shelf,I wonder if any of them turn on.
* Hint: the centrifuge needs three specimen samples, but the fridge has 24, 
  which ones do I use?

Solution: In the specimen rooms, the bodies if the dead specimens have toe tags that 
tell you which specimen samples to use in the centrifuge(13, 17, 22). Then you need to 
configure each sequence tray below corresponding to the images found on the sequence 
configuration tablet. Once complete the centrifuge should create the cure. 
use this cure to unlock the lab door.

-=Releasing the lab assistant and completing the room=-
There is a barricade on the outside of the lab door so the lab assistant can only 
escape once the rescue party removes the barricade and unlocks the door with the 
key found in the lockers. however the door will only unlock once the cure has been 
inserted from inside the lab. When both players are outside, they must stand on the 
pads and click the exit buttons simultaneously.




The Cradle Map (Full Walkthrough):
----------------------------------
The following is a list of hints for each puzzle. They will be numbered from least 
to most revealing, so smaller numbers will provide minor hints if you just need 
some direction, while larger numbers will lead you directly to the answer.

-=The Family Crests Puzzle=-
* Part 1 - Crests and Bookshelves
1. There are 8 family crests scattered across the level, which corresponds with 
the 8 bookshelves in the hallway. Notice that they are set up in pairs. Log 27 
notes that there are 4 real and 4 fake families.

2. The 8 bookcases in the hallway are set up as pairs, in which one of them is 
a fake family, and the other is a real family. For example, the first set, which 
is marked with a single circle between the two markers above the shelves, is the 
lion and the crane.

3. On each bookcase is a set of numbers, read from top to bottom. On the wall in 
the hallway is a poster detailing how to read these numbers. Log 27 hints as to 
what to do with these numbers.

4. Place the real families’ crests on the grey circles next to the door with the 
magic circle. From left to right, then top down.

5. The Lion is the first real family. This is because Log 27 states that the first 
family “adds up”, indicating that we should add up the numbers on each bookshelf. 
The numbers on the Lion bookshelf are independent of the numbers on the Crane 
bookshelf, do not add numbers from the Lion bookshelf with numbers from the Crane 
bookshelf.

6. After adding up the numbers from the Lion and the Crane, you’ll notice that the 
sum of numbers on the Lion bookshelf is odd, while the sum of the numbers on the 
Crane bookshelf are even. Log 27 indicates that the real family “always ends up 
being odd”

7. Add numbers on the Crane and Lion bookshelves, divide numbers on the Unicorn 
and Dragon bookshelves, subtract numbers on the Eagle and Goat bookshelves, multiply 
numbers on the Bear and Boar bookshelves

8. The Lion, Dragon, Eagle, and Bear are the real families because their result 
are odd numbers, while the Crane, Unicorn, Goat, and Boar result in even numbers.

* Part 2 – The 6-Number Lock
1.You will need to put in the results from calculating the numbers on the bookshelves.

2.The password is 893763. Lion = 89. Dragon = 3. Eagle = 7. Bear = 63.

-=The Colored Paintings Puzzle=
1. The four colored paintings correspond with 4 other colored objects that are found 
throughout the level.

2. Note the markers on the floor in front of each painting.

3. Log 31 states that the magic seal on the chest appeared after dragging things OUT 
of the room. So we are trying to do the reverse, dragging things back IN.

4. There is 1 red, 1 green, 1 yellow, and 1 blue vase scattered across the level 
that corresponds with the red, green, yellow, and blue paintings. Note that the 
green vase is inaccessible until the Family Crests puzzle has been solved.

5. Drag each vase onto the same colored marker, which reveals something on the 
painting.

6. The number of handprints are the code to the lock.

7. The order of the numbers is given by the drawers. Try moving stuff around in 
the drawer.

8. In each drawer, a photocard with a color can be found. On a poster above the 
drawers, it gives the order in which the photocards should be read. Using these 
photocards, we know the order in which the numbers on the paintings should be 
inputted into the lock

9. The password to the lock is 7314. Please note that you can not open the lock 
until all the vases have been dragged to their correct spot. You’ll know that they 
are in the right spot when the magic seal under the chest is gone.

-=The Candles=-
* Part 1 – The Candle Graph
1.Take a look at the painting in the kitchen. The key to the kitchen is obtained 
from the chest from the Colored Paintings Puzzle.

2.The candle table indicates that 01 is A, while 20 is Two. What is A the first of?

3.A is the 1st letter of the alphabet, while T is the 20th letter of the alphabet. 
Therefore, the answer to the third one is 17. Q is the 17th letter of the alphabet.
 In the row of 3 candles, light the 2nd candle. In the row of 10 candles, light the 
8th candle. (This is because the numbers on the candle counter indicate that each 
row starts on 0)

4. Using the knowledge obtained from the candle graph, apply the same logic to 
all of the cards on the dining table.

* Part 2 – The Cupboards
1. Check all the drawers in the kitchen, maybe you’ll find something.

2. In the counter on the left hand wall when entering the kitchen, the top second 
left-most drawer contains a reference sheet to interpret the cupboards.

3. Whenever a candles corresponding to a card on the dining table is lit, several 
cupboard doors move. Interpret these cupboards using the cupboard reference sheet.

4. When the candles for Queen are lit, 5 left doors and 2 right doors open. The 
cupboard reference sheet indicates that left represents a 90 degree clockwise turn. 
The right represents a 90 degree counterclockwise turn. The sheet also hints that 
these degrees can be added together. So Queen would result in a 270 degrees 
clockwise turn.

5. The degree given by the cupboards indicates how you should turn the corresponding 
chair in the dining room. Lighting the Queen candle gives you a degree of 270 
clockwise, so you should rotate the chair 270 degrees clockwise from its ORIGINAL 
POSITION. All chairs started out facing inwards. Apply this logic to the remaining 
chairs.




Emily Hartwood’s Study Map (Full Walkthrough):
----------------------------------------------
Walkthrough

-=Room #1
-=Where is the exit?=-
* There is a hidden door behind that pach of blank wall in front of the desk
* To open it you have to manage throu the upper cabinet on the right of the desk
* To open the cabinet you need the key. It is in a hidden drawer next to the clock 
  and behind the wall (You have to go with the clock puzzle to reveal and open it)
* Inside the cabinet there is a 3 slot lock behind the book of Adam Smith
* To open it you have to reveal the Adam Smith clue

-=What is the Adam Smith Clue?
* There is a book of Adam Smith in the upper cabinet on the write of the desk
* It have a dolar symbol. Perhapst it is related to money
* There is a safe hidden in somewhere and a fact about Adam smith
* The fact about Adam smith is about bundles of bills
* There is three bundles in the safe. Each have a number. The order is from the 
  smallest to the biggest bundle

-=Where is the safe?
* The safe is behind the picture of the Lady to the left of the desk
* To have access to it you have to raise the painting. There is a clue under the first 
  carpet next to the entrance door
* You have to push the button in the desk behind the ink bottle to raise the painting

-=Where is the safe key?
* It is in the upper left drawer of the desk. It has something to do with music
* The code of the drawer is inside the turntable. You have to find the appropiate 
  disk and play it
* The correct disk is Saint Saëns’ dance macabre. It is in the left cabinet under 
  the desk –
* To open it you need the key. It is in the drawer at the right of the desk
* To open this last drawer you have to solve the drums clue
* It is 442

-=What is the drums clue?
* There is three drums to the left of the entrance door. Each have a number
* You need the order of the drums. Down from where they are you can try any order. 
  Notice that that isn’t a lock itself. Its purpose is for helping visualy with de 
  number code of the desk
* The correct order of the drums is in two places. One is the photo next to the tea 
  service to the right of the desktop. For the another and more visualy example you 
  have to go with the clock puzzle
* It is middle, biggest and smallest
* That leave the code 695 for the drawer

-=How I resolve the clock puzzle?
* You have to set the hour and the clock weights in the correct position
* For the hour there is another small clock in the room with the aproppiate hour. 
  You can see it behind a glass, but you can access to it resolving the tea puzzle
* For the clock weights there is a paper with its correct position in the left drawer 
  of the desk, under the Vermis Mystherii
* Once the wall was slipped there is a small table with a drawer. It contains the key 
  of the upper cabinet in the right of the desk. There is also the correct order for 
  the drums
* To open it you have a clue in the photo next to the tea service
* You have to put the small clock in the mark on the table

-=How I resolve the tea puzzle?
* There is six holes in the middle of the desk. In the middle ones there is four cups 
  of tea, each realted to a cultur and a country
* There is a paper with the position of the cups and what are they related
* Basically the coldest teas go in the upper holes of the six in the middle of the 
  drawer and the hottest in the ones bellow
* The softest in the left holes, the strongest in the right
* The correct position, from left to write and from up to down is japanese, chinese, 
  indian and arabic

-=Room #2
-=How I exit the room?
* Obiusly you have to open the last door. It is to the right and have no windows in it
* The key is in the table in the little room behind the door with windows. You need 
  “The vermis mysterii” to optain it. There is a clue about it in the chest to the 
  left of the door
* You have to put the book on the pentacle

-=How do I enter in the little room with the table and the candles?
* You need the keycard and the code for the door

-=How do I get the code for the door?
* You have to go throu the birds puzzle to get the code

-=How I resolve the birds puzzle?
* There are four stuffed birds in this room. They are the keys for another puzzle in 
  the previows room
* There is a exhibitor in the previous room. It have four marks with four birds inlaid 
  in wood
* To open it the key is in the cupboard of th second room. It is on the second self 
  behind the dragon skull
* The order of the birds is owl, crow looking to right, crow looking to left, eagle
* The code is 2584

-=How I get the keycard for the door?
* It is inside the small chest in the self to the left of the door. It needs two keys
* For the first key you have to resolve the chess puzzle
* The other is in the small train in the upper self of the cupboard

-=How I resolve the chest puzzle?
* The clues are in the previows room. There is a showcase chest with four chess pieces
* Under the showcase chest there is a drawer. It contains a note related to a cypher 
  code, the Playfair cypher. Also there is a weblink that activates when the drawer 
  opens
* You have to apply the cypher to the chess pieces like says the wikipedia like there 
  were letters
* The Playfair cypher use the letters in pairs. You need to isolate two of the four 
  chess pieces and apply the cypher
* Both pieces form a rectangle. You have to mentaly bring the piece to the oposite 
  vertix in the same row. E.G. applied to the kings it will bring the white king to C7 
  and the black king to F5
* The clue for the identity of the pieces is in the second room. Near the kess game 
  itselft
* There is two books in one of the chairs…
* The African Queen: black Queen
* The nordic King: white King
* White King to D7, Black Queen to F2

-=Where is the rest of the white chess pieces?
* There are in the chest next to the world map
* It needs a 5 number code. West and east frame the five numbers
* The code is in the world map. There are numbers next to Mexico, Canada (Quebec), 
  Morocco, Finland and Russia (the Bering strait)
* 18427

-=Where is the rest of the black chess pieces?
* There are in the canopic jar in the cupboard
* Its code is related with the paintins
* A clue is in the right cabinet under the desk in the previows room
* There is a light switch to the right of the entrance door…
* If you turn on the light the code is visible on the pictures
* It is 521
 

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