
All you need to do is match a pillar to the letter that is flashing out, then move the pillar onto where the pillar appears on the track.
#Puzzle escape walkthrough code#
To solve this puzzle you need to look at the flashing lights at the top of each pillar as they will blink the patterns that correspond to the Morse code on the signs. On the wall are signs for the letters A-E which are the dots and dashes of Morse code where each is unique to a letter. The third puzzle involves moving pillars across a track on the floor. This can be opened using the headmasters pin. Doing this will prevent you from having to do some backtracking later.Īs you walk towards the third room you will notice a vent on the wall underneath one of the headmasters symbols. Make sure before you leave you go to one of the large dynamos in the room and use your 12V Battery to charge it. There are several ways this puzzle can be completed, and each way will have three green lights in the pattern, one solution is A, D, and E. In the second room you will be presented with a number of junctions on a tiled grid and your objective is to create a circuit from beginning to end finding junctions that light up green when connected. Scan your test sheet and enter your answers B, C, and D to make the door open.

These indicate the places where you need to fill out your test sheet. The last thing you need to do before you exit is look at all the active flamethrowers and check which ones are marked with a dot inside a circle. On the blue, red, magenta, red, tile instruction, backtrack from magenta to red to complete the sequence. Keep in mind you can cross the same square twice to complete the sequence. The objective of the puzzle is to follow the tiles to a flamethrower.
#Puzzle escape walkthrough series#
In this room you will be presented with a stage that has 5x5 arrangement of colorful tiles and behind it what looks like five flamethrowers hooked up to a series of buttons. The 12V Battery can be found below this on a shelf.

You will find it by looking for an eye marking scrawled on the wall by the headmaster. It is important before you begin this test that you grab the 12V Battery as you will need if later in the game.

Make sure before you leave you retrieve your test paper as you will still need it. Once you have entered your answers hit the button to scan the test and a door will open. This is a sneaky way of telling you to fill A, C, and E. You can figure out what circles you should fill out by looking at a poster nearby that says that only an 'ace' will get through. In order to make your way through to the next room you will need to scan the test sheet your retrieved from the locked locker.
