Escape Simulator

Escape Simulator

In the Hall of the Last Viking
Robin  [developer] 22 Mar, 2022 @ 8:08am
HINTS AND SOLUTIONS
IN THE HALL OF THE LAST VIKING

HINTS AND SOLUTIONS




STARTING THE FORGE

HINTS
The forge needs power
The waterwheel powers the forge
Open the door to the hallway closet
Do this via the lever above the bathtub in the Jarl's chambers
In the hallway closet, look up.
Divert the water from the Jarl's chambers to the waterwheel.
The water should now be running out to the waterwheel.
There are four levers for the waterwheel: The position of the sluice, the waterwheel paddles, the first gear to the forge, the second gear to the forge.
You want the sluice in the back position, positioned above the waterwheel
The waterwheel paddles should be perpendicular to the waterwheel to catch the flow of water
The first gear should be connected; look out from the ledge beside the levers
The second gear should be connected, look in the forge room next to the bellows
You also need to attach the belt to the bellows. Its on the floor in the forge room.

SOLUTION
Watercloset lever: Pointed towards the waterwheel
Waterwheel levers: Down, Up, Down, Up
The belt must be on the bellows machine.



MAKING AN AXE

HINTS
You are trying to make the axe indicated by the 5 digit code above the Jarl's purple shield.
You can determine what this code means using the six axes on the wall and their five digit codes.
Each axe characteristic corresponds to a digit in the code.
There are three variations of each characteristic.
These characteristics are metal type, axe head shape, axe handle shape, axe handle color and leather grip style
Try to determine on the wall which axes have the same characteristic, and then determine which digit in the code corresponds to that characteristic.
EXAMPLE: The bronze metal type in the top left and bottom middle axes corresponds to the first digit of their codes.
To start the axe making process, the forge must be on.
Press one of the ores on the edge of the forge to start
Select each option as its presented: Ore, axe head, axe handle, click a pot of stain for the axe color, choose a leather grip type

SOLUTION
You want to make a shiny silver axe (middle metal ore), with the head shape that is two triangles on either side (bottom option), with the curved doe foot handle (middle option), the dark wood (3rd option) and the mixed crossed and straight style of leather (middle option)

IMAGE: https://i.imgur.com/LBcgnsL.png





OPENING THE TRUNK

HINTS
This trunk opens according to the symbols on the crown hidden under the Jarl's pillow.
The symbols on the crown are Wine - Mermaid - Dragon - Centaur - Ship
Each symbol on the crown corresponds to two symbols on the trunk
They must be placed in sets of two, going from left to right on the crown.
These two symbols on the trunk create each symbol on the crown in the style of "alchemy" games.
EXAMPLE: Time + Plant = Tree, Human + Wolf = Werewolf

SOLUTION:
Barrel, Grapes, Woman, Fish, Snake, Fire, Man, Horse, Water, Wood



UNDERSTANDING RUNES

HINTS
You can discover the meanings of the runes in the Jarl's secret chamber.
This room needs power to work
This room only works when the water is diverted to the Jarl's chambers from the water closet
Each rune corresponds to a number.
For simplicity in another puzzle, this number system is base ten.
Each torture device has three buttons, each with a rune.
Pay close attention to what is happening with each button, and match the device activity to a number.
The bucket of water device is lowering the person for a set number of seconds.
The rack is pulling the person to a certain degree.
The chair is using a number of spikes.
The jail cell is NOT connected to numbers, but the order in which the runes are placed vertically will be useful.

SOLUTION:
https://i.imgur.com/4jvMoAS.png


PLACING THE CRYSTALS

HINTS
You can figure out how to place the crystals by mixing the potions.

If you have color-blindness, the potions are laid out on the shelf from left to right:
https://i.imgur.com/vwHebJH.png


These potions have been suspended using the ground up powder of the crystals, as evidenced by the mortar and pestle.
These potions are added the the bowl in groups of two, and create a resulting color.
Each potion has a potency, less than or greater than the others.
EXAMPLE: The yellow potion will always be the dominant color in any mix of two, and is therefore the most potent potion.
The least potent potion will only create its own color when mixed with itself. All other combinations will result in the other color "winning".
Place the color of the potions in order of most dominant to least.
On the crystal board, we want to allow the full power of the crystals to flow through each one and be amplified in the middle of the board.
The final crystal will point to the middle.
With the crystals, start with the most dominant color stone and position its red ray to intersect with the second most dominant stone, then that one to the third most, etc


SOLUTION

https://i.imgur.com/Kt6041i.png


THE WAR ROOM

HINTS
There are a number of shields on the war table, positioned at different locations.
These match the four locations on the wall panel: Lookout tower, base camp (tent), Ship, and the barricade (next to the Jarl's house)
You must assign a value to each shield/house positioned at each location, add the values together and enter the combined values in the wall panel.
You will need to understand runes to do this (from the Jarl's secret chamber, see section on understanding runes)
To understand the value of each shield you will must link the following information:
Each shield to their banner in the main hall
The symbols on the banner to the symbols you can weigh in the mage's room.
In the mages room, each symbol will be weighed and given a value.

EXAMPLE (1 solution):
The 6 pointed star has a value of 9.
The deer has a value of 5.
There are four stars on the yellow banner with the deer head.
This means that this shield has a value of (9+9+9+9+5=) 41

SOLUTIONS:
BROWN SKULL BANNER: SKULL(10)+CROSS(2)+CROSS(2) = 14
TURQUOISE SPIDER BANNER: SPIDER(3)+SPIDER(3)+SPIDER(3)+SPIDER(3)+SPIDER(3) = 15
RED SWORD BANNER: SWORD(7) + SWORD(7) + CUP(1) +CUP(1) +CUP(1) +CUP(1) = 18
GREEN CROW BANNER: CROW(6) + SWORDS(7) + SWORDS(7) + SWORDS(7) + SWORDS(7) = 34
YELLOW AXE BANNER: AXE(8) + AXE(8) = 16
BLUE GOAT BANNER: GOAT(4)+ CROW(6) + CROW(6) + CROW(6) + CROW(6) = 28 (the two other symbols are not stars)
YELLOW DEER BANNER: DEER(5) + STAR(9) + STAR(9) +STAR(9) +STAR(9) = 41
PURPLE CROSS BANNER: CROSS(2) + CROSS(2) + CROSS(2) + CROSS(2) + CROSS(2) = 10

LOOKOUT = 41 or https://i.imgur.com/bxnU91h.png
TENT = 25 or https://i.imgur.com/dnfzs2m.png
SHIP = 46 or https://i.imgur.com/jE2BdsO.png
BARRICADE = 64 or https://i.imgur.com/IkiDppH.png






ASCENDING THE THRONE

HINTS
You will have received a code with each of the four puzzles:
Hidden in the Jarl's trunk, in the cabinet next to the axes, underneath the war room table, and in the cabinet underneath the crystal stones.
Each corresponds to "letter" (top), and a four digit number code (bottom).
The vertical order of the "letters" can be found next the jail cell in the Jarl's secret chamber.
This vertical order corresponds to which codes are to be entered next to the throne on the wall panel.

SOLUTION

A 4261
B 3725
C 1353
D 2546

This will unlock all the steps of the throne and lead to the ending sequence.


THANKS FOR PLAYING!
Last edited by Robin; 23 Mar, 2022 @ 10:23am
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Showing 1-1 of 1 comments
Way too confusing. I like it, but it just assumes a lot more than I do. Better luck next time.
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