Escape Simulator

Escape Simulator

The Human Institute of Having Hands
Ravn  [developer] 2 Nov, 2024 @ 8:43am
Walkthrough / Guide
A general tip for getting an overview
The test areas have a lot going on and it's easy to mix up different puzzles. Keep an eye on the 5 panels on the walls holding up 1, 2, 3, 4 and 5 fingers, as well as the dotted lines. These tell you exactly which elements relate to with which puzzle.

TEST AREA 1
Puzzle 1-1
Five loose fingers need to be found and matched correctly with their fingerprints.
The little finger and the ring finger are found in Room A, the others are in Room B.
Players can send fingers to each other with the delivery tube system.
Player A has a stamp pad and some paper, which can be used for taking fingerprints.
The little finger is found between the hand with the posable segments and the poking device in Room A; the ring finger is found on the stack of papers in Room A; the index finger is found in the corner of Room B; the middle finger and the thumb are already placed on (wrong) fingerprint panels in Room B.
Players need to communicate to figure out which of the fingerprint panels in Room B match with which fingers, by comparing the prints on the panels with the ones taken on the paper in Room A.
The correct solution is: when looking at the fingerprint panels in Room B from the side that is next to the poking holes in the wall; little finger top left, index finger top right, middle finger in the middle, thumb bottom left and ring finger bottom right.


Puzzle 1-2
Player B needs to match each of the 10 pairs of hands performing various actions with the 10 objects in Player A's room.
Communicate to figure out which hand/hands would be holding which object/objects, then place them on the correct pedestal.
The correct solution is: 1) two hands typing on keyboard; 2) one hand holding a flashlight; 3) two hands in handcuffs; 4) one hand writing with a pen; 5) two hands drumming with drumsticks; 6) one hand holding a revolver; 7) two hands using a crowbar; 8) one hand using a computer mouse; 9) two hands using hand sanitizer; 10) one hand doing cool tricks on a mini skateboard.

Puzzle 1-3
When Player B pushes the black button, the ceiling in Player A's room opens up.
Player B can use the black valve and the gearstick to move the fingers of the giant hand. Each gear corresponds to a different finger on the giant hand. Work together to move all 5 fingers into place.

Puzzle 1-4
Player A needs to set the joints on the big vertical hand on the table to the right positions. They also have access to a hole poker, which can be inserted into the small holes on the wall.
With the help of the two anatomy posters, Player B can see which fingers and which joints the various holes correspond to.
On Player A's side, some of the holes have black lines which connect joints to fingers on Player B’s anatomy posters. For example, the 2 holes that on Player B's anatomy posters correspond to the thumb and the inner joint are connected with a black line on Player A’s side. This indicates that the inner joint of the thumb should be activated on the big vertical hand.
The correct solution is: 1) inner joint of the thumb; 2) middle joint of the index finger; 3-4) inner and middle joint of the middle finger; 5) the tip of the ring finger; 6) the inner joint of the littlefinger.

Puzzle 1-5
Player A needs to find and push 5 white buttons in the right order to open the closed fist in Room B.
Player B has a poster next to the closed fist, which explains the order and location of the buttons. You must start from the symbol at the top.
The sequence is: button to the left of the 'stand by' TV screen -> button on the side of the stack of papers -> button on the side of the 'VIII'-pillar -> button on the big R on the "Test Area A-1"-sign -> button to the left of the entrance door.
Once the box has been opened with the keycard, and the keypad revealed, Player A has some tumblers that explain which buttons player B needs to push.
Player A must rotate the tumbers and in each row find the only hand that is normal. The lights on the left show which row of buttons on player B's keypad the current tumbler is mapped to.
The correct solution is: 1st button in the 1st row, 3rd button in the 2nd row, 1st button in the 3rd row, 4th button in the 4th row.


TEST AREA 2

Puzzle 2-1
Player A can see that this puzzle involves the loose black/white hands and certain greetings. Player B can see that this puzzle involves the catapult, and that the catapult can be activated with the catapult panel button on the wall (player A also has such a button somewhere).
In case you missed it, the black fistbump is on top of the tall tower of turnable blocks in Room B.
The 3 loose black/white hands can be attached to the end of the catapult and launched up to the window between the rooms, by clicking the panel button with a catapult on it.
Use the catapult to perform the greetings indicated by the poster in Room A. The order doesn't matter, but the hands must "touch", so the catapults must be activated (almost) simultaneously.

Puzzle 2-2
This is a game of rock/paper/scissors.
On their big die, Player A can see the order from 1-6 of the symbols on Player B's cube. Note the white line on the stand, which helps show players how to orient themselves.
Player B can see on their win/draw/loss-panel whether the rock/paper/scissors on the cube in front of it are winning (white), losing (black) or resulting in a draw (grey) against Player A's hands.
The 6 posable hands in Player A's room should, from left to right, be set to either win against, lose to or end in a draw with Player B's 6 symbols.
The correct order is: 1) Scissors (losing to rock); 2) Paper (losing to scissors); 3) Rock (tying with rock); 4) Scissors (winning against paper); 5) Paper (tying with paper); 6) Rock (winning against scissors).

Puzzle 2-3
Player B has access to a pointing device that points to a specific panel on the wall, as well as a 10-icon input device. Player A has a poster that explains that the pointing should be associated with Room A and not Room B.
Player B must follow the six "pointing finger"-panels across the wall between the rooms, all the way to the final "stop hand"-panel high up. The 10 panels encountered during this process are relevant for the puzzle.
But only the panels on Player A's side of that wall contain the icons needed for the code! Communicate to figure out where on the wall the fingers are pointing, and which icons are encountered on the way.
The correct order is: 1) octopus; 2) globe; 3) sword; 4) camera; 5) brush; 6) bowl; 7) bone; 8) plus; 9) goal; 10) spider.

Puzzle 2-4
Player A has a light switch, that turns on the lamp in Player B's room.
The lamp makes a series of shadow figures on Player A's wall. Each figure corresponds to a panel that must be clicked in Player B's room.
The correct solution is: 1) flying bird icon; 2) dog icon; 3) elephant icon; 4) crab icon; 5) deer icon. The order doesn’t matter, but ONLY these 4 panels can be activated for the puzzle to be completed.

Puzzle 2-5
Player A has access to 4 mannequins that perform various actions when you tap their heads.
Player B has access to a big flipbook containing pronunciations for 16 words in ASL (American Sign Language).
(If you happen to know ASL, this probably won't be much of a puzzle for you ;) )

The players must communicate to identify the 4 words being pronunced through the actions of the mannequins in Room A. When a word is identified, its corresponding panel must be pushed in Room A in the order indicated by the numbers on the mannequins' chests.
The correct solution is: 1) idea (light bulb icon); 2) book (book icon); 3) water (drop icon); 4) person (person icon). The order doesn’t matter, but ONLY these 4 panels can be activated for the puzzle to be completed.
Last edited by Ravn; 8 Feb @ 11:24pm