Escape Simulator

Escape Simulator

You Only Spy Twice (co-op)
 This topic has been pinned, so it's probably important
Elkondo  [developer] 20 Jul, 2022 @ 10:26am
Walkthrough, hints and solutions
Walkthrough with hints:

Puzzle 1:
Elevator:
Intel and Field agents have their own separate puzzles at the start. Intel agent has to do a good old pipe puzzle, while Field agent has to open the button box with the crowbar and connect the colored wires so that all the colors match up. This should allow each agent to proceed.


Puzzle 2:
Corridoor:
After Field agent rings the bell 5 times quickly, a fingerprint reader should descend from the ceiling. Field agent has to describe the fingerprints, while the Intel agent has to select only those 3 and click send. If successful, a jingle will play and the door to the office room will open.


Puzzle 3:
Office space:
This is the biggest and probably most annoying puzzle. Field agent enters a large 7x7 office space. Intel agent has, in turn, a 7x7 grid and can mark walls between the spaces in it. The agents need to communicate so that the Intel agent can create a full map of the room's walls. To make it easier, intel agent can see Field agent's current position in the room.

Keep in mind the enterance to the room is on the left side of Intel's map. And remember to mark the outer edge of the room too (which can have indentations, so only mark the walls the angent can actually see easily).

If done correctly, a button will appear on the floor somewhere in the office room, and its location will be shown on Intel's map. The button will then bring up a panel with 4 or 5 buttons. Their shape corresponds to a unique which can be found in Intel's blue codebook. In the book, each button has a color and the order of presses is at the top of the page. To align which way is 'up', a dot is market in the book which corresponds to a small light in the button panel.


Puzzle 4:
Musical keypad:
Field enters a small hallway with 3 paintings. The big painting on the right can me clicked to reveal a keypad. Each button corresponds to a music note.

On the opposite wall, Field can see two silhouettes. The male one is of the interest here. Field has to communicate its appearance to Intel, who then matches it to one of the records or transcriptions. Field has to then input a code by playing the corresponding 5-note melody on the keypad.

If the code is correct, the door to the next section should open.


Puzzle 5:
Rocket:
After entering the base, Field should turn right. To open the door to the launch bay, a puzzle with the button combination is repeated.

After entering the launch bay, a 2-stage process is required to save the day.
First, Field has to communicate the rough altitude of the rocket. Intel can then find the altitude in his green codebook. He then has to communicate the Alpha, Beta and Gamma values to Field, who then has to input those values on the radar screen.

Hold and drag the dials, don't just click them!

Keep in mind the values on the radar and slider go from 0 to 100. On the slider each step represents an increase of 10, while on the radar, each step is an increase by 12.5. A value of 50 is in the middle of all sliders.

Once the values are set, Field has to press Connect. If correct, a green light should light up.

A sigil should then appear on the machine to the left. Field has to communicate the sigil's appearance to Intel, who should then recreate it using buttons on the machine. Each button corresponds to a digit or a letter. Field has to then enter those numbers and letters on his machine. Numbers go from lowest to highest and then to letters.

This should reveal a panel. Press 'MOON' and watch the fireworks (Field has to look up, Intel - out the window).
Congratulations, you saved the world!


Possible puzzle solutions:

Puzzle 2:
Possible fingerprint sets
(Numbered left to right, top to bottom):
10-14-15; 3-4-10; 4-12-14; 2-5-12; 2-8-9; 8-13-16; 3-8-16; 1-2-9;


Puzzle 4:
Possible keypad codes:
11376; 48468; 55375; 89864; 90815; 89587; 89580; 23657;


Puzzle 5:
Possible rocket altitudes:
265; 475; 685; 1000; 1210; 1500; 1630; 1840;


Puzzle 5 example solution for A:

Radar position for altitude 475 (puzzle set A). alpha 76, beta 40, gamma 96:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2838201550


Puzzle 5b:
Possible override codes:
35CD; 034E; 068B; 34BD; 01AE; 0BCD; 5789; 247C;
Last edited by Elkondo; 23 Jul, 2022 @ 11:52am
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Showing 1-9 of 9 comments
Hale_Caesar 22 Jul, 2022 @ 3:11pm 
Man ... puzzle with the Sliders suck you cant expect people to do exact 84,52 on the ♥♥♥♥♥♥♥ radar ♥♥♥♥ when the slider only is numbered 0-100 and nothing in between
Elkondo  [developer] 22 Jul, 2022 @ 3:43pm 
Originally posted by Hale_Caesar:
Man ... puzzle with the Sliders suck you cant expect people to do exact 84,52 on the ♥♥♥♥♥♥♥ radar ♥♥♥♥ when the slider only is numbered 0-100 and nothing in between
I don't, the error margins are really large. And there are markers inbetween, it's not that hard to do basic math and figure out what values they represent.

Literally the only truly 'puzzly' thing about the radar is realising that there are 8 divisions, so they go up 12.5, meaning 0 - 12.5 - 25 - 37.5 - 50 and so on. And half a division is roughly 6. You need to only get in the very general area of the given value to get it right.
Last edited by Elkondo; 22 Jul, 2022 @ 3:49pm
Hi I am Menarche 24 Jul, 2022 @ 6:28am 
People are complaining for no reason they just need to learn basic maths for the sliders, thanks for the puzzle Elkondo leave it as it is!!!
GaeWizard 24 Jul, 2022 @ 11:05am 
Wanted to like this room but couldn't, too many issues:
#1: Non-host field agent couldn't see the fingerprints (it looked like too many were overlaid in one spot so unrecognizable)
#2: Puzzle 3 was a nightmare. No example, hard to understand and generally just weird about what walls were "easily visible", ending up slamming the skip button
#3: Puzzle 4, the male silhouette painting simply didn't appear, had no idea which was correct and had to brute force through all of them to progress
#4: Rocket puzzle, it glitched out and gave an altitude of sub100, which isn't listed in the code book and at that point we just gave up.
Overall: Had 2 working puzzles, and that was it.
Elkondo  [developer] 24 Jul, 2022 @ 12:35pm 
Originally posted by GaeWizard:
Wanted to like this room but couldn't, too many issues:
#1: Non-host field agent couldn't see the fingerprints (it looked like too many were overlaid in one spot so unrecognizable)
#2: Puzzle 3 was a nightmare. No example, hard to understand and generally just weird about what walls were "easily visible", ending up slamming the skip button
#3: Puzzle 4, the male silhouette painting simply didn't appear, had no idea which was correct and had to brute force through all of them to progress
#4: Rocket puzzle, it glitched out and gave an altitude of sub100, which isn't listed in the code book and at that point we just gave up.
Overall: Had 2 working puzzles, and that was it.

Care to provide some details of whether you did something specific at the start, especially in the title room? No one else has ever reported issues like this, if anything it sounds like either really bad connection and strong desync between you two, or the host may have pressed some buttons before you spawned in or something and caused desync outright.

Also, if all those things desynced, I'd wager the only reason puzzle #3 was confusing was also due to desync, likely one of you had all the walls properly loaded while the other didn't see any, so the puzzle would fail despite putting in the correct layout.

Pressing the start button is what actually causes things to spawn in/disappear, and the next button controls which ones should be activated. I haven't even thought of something like this, but if the host presses those before the other person even spawns or loads everything, I'm guessing it could cause some issues. Everything you just described are things that should trigger and fall into place when the Start button is pressed.

I mean I can only do so much to provide failsafes for the game's netcode failing, which sounds like the real issue here.
Last edited by Elkondo; 24 Jul, 2022 @ 12:58pm
Neverlight 1 Aug, 2022 @ 8:00am 
Originally posted by Elkondo:
Originally posted by GaeWizard:
Wanted to like this room but couldn't, too many issues:
#1: Non-host field agent couldn't see the fingerprints (it looked like too many were overlaid in one spot so unrecognizable)
#2: Puzzle 3 was a nightmare. No example, hard to understand and generally just weird about what walls were "easily visible", ending up slamming the skip button
#3: Puzzle 4, the male silhouette painting simply didn't appear, had no idea which was correct and had to brute force through all of them to progress
#4: Rocket puzzle, it glitched out and gave an altitude of sub100, which isn't listed in the code book and at that point we just gave up.
Overall: Had 2 working puzzles, and that was it.

Care to provide some details of whether you did something specific at the start, especially in the title room? No one else has ever reported issues like this, if anything it sounds like either really bad connection and strong desync between you two, or the host may have pressed some buttons before you spawned in or something and caused desync outright.

Also, if all those things desynced, I'd wager the only reason puzzle #3 was confusing was also due to desync, likely one of you had all the walls properly loaded while the other didn't see any, so the puzzle would fail despite putting in the correct layout.

Pressing the start button is what actually causes things to spawn in/disappear, and the next button controls which ones should be activated. I haven't even thought of something like this, but if the host presses those before the other person even spawns or loads everything, I'm guessing it could cause some issues. Everything you just described are things that should trigger and fall into place when the Start button is pressed.

I mean I can only do so much to provide failsafes for the game's netcode failing, which sounds like the real issue here.


Had some trouble on second and third riddle, can confirm if non-host (i guess) tries to start or is not fully loaded and the start button is pressed again it will spawn multiple instances of e.g. the fingerprints. Restart solved the problem for us
Elkondo  [developer] 1 Aug, 2022 @ 5:16pm 
Originally posted by Neverlight:
Originally posted by Elkondo:

Care to provide some details of whether you did something specific at the start, especially in the title room? No one else has ever reported issues like this, if anything it sounds like either really bad connection and strong desync between you two, or the host may have pressed some buttons before you spawned in or something and caused desync outright.

Also, if all those things desynced, I'd wager the only reason puzzle #3 was confusing was also due to desync, likely one of you had all the walls properly loaded while the other didn't see any, so the puzzle would fail despite putting in the correct layout.

Pressing the start button is what actually causes things to spawn in/disappear, and the next button controls which ones should be activated. I haven't even thought of something like this, but if the host presses those before the other person even spawns or loads everything, I'm guessing it could cause some issues. Everything you just described are things that should trigger and fall into place when the Start button is pressed.

I mean I can only do so much to provide failsafes for the game's netcode failing, which sounds like the real issue here.


Had some trouble on second and third riddle, can confirm if non-host (i guess) tries to start or is not fully loaded and the start button is pressed again it will spawn multiple instances of e.g. the fingerprints. Restart solved the problem for us

Thanks. I might just have to add a loading timer that only enables 'start' button after a couple seconds or something.
Withakay 17 Aug, 2022 @ 1:32pm 
Couldn't enter the rocket area. The console is a red bulb and 4 generic gray buttons. No idea on how to progress.
Elkondo  [developer] 17 Aug, 2022 @ 1:42pm 
Originally posted by Withakay:
Couldn't enter the rocket area. The console is a red bulb and 4 generic gray buttons. No idea on how to progress.
It's literally the same puzzle as the hidden button in the labirynth room. Intel player has to use the same codebook.
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