Hello, Escapers!

When I created this blog I had no intention to continue with it. It's purpose was purely practical - sending an information instantly on the web. However, I got a response immediately and it seemed like fun. I don't think that this blog will evolve much in the near future, but the idea of keeping it caught my mind, so... I'm keeping it.
Here you can check out and play my favorite Room Escape Games and some other games I like.

See you all :)

Sunday, October 5, 2008

Posttraumatism

Play

Be patient while the game is loading...


Walkthrough

  1. When you check the bucket, you'll see a key inside, but we'll get to that later. Zoom on the chest, click on the left side beside it, you'll get a note "To Sonya" from Tyle. On its other side there are instructions on how to make a boat. Zoom out. You're able to look up, but you can't do anything there yet, so go right.
  2. Click the left side of the shelf under the window, then click the upper left side of the shadow, get the knife. Go right.
  3. Click the boxes, click the shadow on the left, take the note "To Sonya" from Anna. Move left, click the upper box, use the razor on the bottom right corner, take the file. Move back, go to bottom box, check out the book and the note. You can break the vase, but nothing comes out of it. Go right.
  4. Click the blood in front of the door, go right, there is something red under the door. It's a magnet. Use the file to get it. Go right.
  5. Read the diary on the table, something will drop out. Go under the table, you'll find a pencil behind the far left leg. Double-click the pencil and use the razor to sharpen it. Move back. I that same view (with the table on your left) you'll see a smudge on the wall, click on it and use the razor. Remember the instructions on how to make a boat? Let's make a boat: double-click the piece of wallpaper, and click once to face the white side, now click once in the lower right part of it. Now click the top right corner, then top left corner and now, bottom left corner. Voila – we have boat!
  6. Now let's get the key out of the bucket. Take the magnet and stick it to the bottom of the bucket. You'll also get a view of the movement of the key. Drag the magnet (holding the left click) towards the top of the bucket. When you see a line "I think I can reach it now!", leave the magnet and take the key. Zoom out.
  7. While in that view, click the left corner of the carpet, use the razor (not too close to the wall), then use the file on the grid. Put the boat inside and click on it to get it moving. It will come back. Take it and use the pencil on it. Put it back, click on it. It will bring a screwdriver. Zoom out, go right (to face the wall with the chest).
  8. Zoom in on the chest, use the key on it. You'll get a newspaper article and a doll's head. Turn it and take the key from the hole. Zoom out from the chest. Look up.
  9. Use the screwdriver on the light. You try the new key but it doesn't fit. Put it into the doll head's hole to smudge some ashes on it. Put the key into the key hole again and now you have an imprint of the lock. Now examine the key and use the file on it. Go up.
  10. There is a plastic sheet on the right part of the ladder, take it. Go right, you'll find the last note. We'll get to the wheels soon enough. Now go down, go to the bottom box, open the book and double-click the plastic sheet. It doesn't make sense now, but if you move it a little to the left (or, a little further, as Taylor says), you get the letters E,N,E,W (east, north, east, west – I would do it differently but hey…), which are the instructions for the wheels. Climb up the ladder and go right.
  11. There are arrows on the wheels. Use the instructions, but in this case (as in other games also) the west is to your left and the east is to your right. So, ENEW is right, up, right, left. Pull the lever down.

Yeah, you're out. Sweet dreams.

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