Lights
June 2, 2009 9:40 PM   Subscribe

Lights. A new escape-the-room flash game from Neutral, the creator of Switch, Sphere, RGB, & Vision. posted by juv3nal (20 comments total) 14 users marked this as a favorite
 
godDAMMIT
posted by regicide is good for you at 10:27 PM on June 2, 2009


I think I put too much effort into the handheld game ... I got a highscore that was too high to use as a clue!
posted by Rora at 10:29 PM on June 2, 2009


the high score isn't the clue :)
posted by empath at 11:02 PM on June 2, 2009


protip on the 7 codes, work backwards (this is mildly spoilery)

mine was

5586 (look for a multiple of 7 that ends in 6)
(-56)
5530 (drop the 0)
553 (continue)
(-63)
490
49

So, your reverse order is:

49
490
553
5530
5586
posted by empath at 11:10 PM on June 2, 2009


Since mefi doesn't have a spoiler tag, you can find a walkthrough here
posted by jeblis at 12:06 AM on June 3, 2009


I can't get the first battery from the light. I have the naughts and crosses diagram, and I have the code from the hatch. But no sequence of switching the light on and off will give up a battery. Grr..
posted by salmacis at 3:11 AM on June 3, 2009


I don't know why the put all the objects in such prescribed places in these games, you could hide them randomly, much as the codes are generated, but you just make a view for behind every single object. I also find the codes rather silly, why not make them work out integrals, solve chess positions, or attribute quotations?
posted by jeffburdges at 3:35 AM on June 3, 2009


Damnit, which twisted sadist keeps locking me in these rooms when I'm supposed to be working?!

Oh well, at least I don't have to eat live squid and make love to someone I really shouldn't.
posted by Molesome at 4:13 AM on June 3, 2009 [2 favorites]


Oh well, at least I don't have to eat live squid and make love to someone I really shouldn't.

Room escape games are clock and calender. They're my school, my home, my church, my friend, and my lover. But... my lover's song is too fucking frustrating oh sweet Jesus why can't I just kick the fucking box open???
posted by Uppity Pigeon #2 at 4:22 AM on June 3, 2009


Oh, hell yes. Neutral makes the best room escape games going.

I'm commenting from my iPhone right now, but I'm firing this up as soon as I get home. There goes my productivity for the afternoon.

(I'm, uh, something of an escape-game nerd. Among the other types of nerd I am.)
posted by ixohoxi at 7:50 AM on June 3, 2009


How do I get out of the room with the white walls and the 503? Do I need to find the mirror?
posted by mccarty.tim at 8:33 AM on June 3, 2009


I'm an idiot. It worked the third time I hit refresh.
posted by mccarty.tim at 8:33 AM on June 3, 2009


I'm out, but I didn't use all of the clues or open all of the stuffs. There must be an alternate ending.
posted by ixohoxi at 9:38 AM on June 3, 2009


I love reading these threads without having played the game yet. They make absolutely no sense.
posted by shakespeherian at 10:00 AM on June 3, 2009


I'm terrible at video games mainly because I have awful hand eye coordination. So I was excited to see this one that seemed fun and exploratory. Only to find embedded in it is one of those reflexes video games. :( I will go back to Free Cell.
posted by bluefly at 10:16 AM on June 3, 2009


Walkthrough (WARNING, MASSIVE SPOILERS AHEAD):

(copy and paste into a text editor, or jack up your browser's font size, to view)

Some of the codes and combinations are different for each playthrough. Taking screenshots of the clues and/or keeping notes in a text editor can be helpful.

Look on the topmost shelf above the couch. Take the orange thing to the right of the box.

Look at the floor to the left of the couch, then look behind the couch. Take the crumpled paper. Uncrumple it to find a 4×3 grid labeled with shapes and letters.

Look at the right side of the desk—there's a jumble of letters. Use the orange thing as a mask, and look for a row of letters which fit neatly inside the shapes. Fill in the numbers 1 through 5 on the grid—wherever the first shape and first letter intersect, fill in a 1; wherever the second shape and letter intersect, fill in a 2; etc.

Look behind the middle picture on the wall—there's a 4×3 grid of buttons. Press the buttons in the sequence you derived in the last step. You'll get a key.

Unlock the desk's top drawer with the key, and take the hook and rope. While you're there, grab the orange device from the bottom drawer.

Zoom in on the grate to the left of the desk. Secure the hook and rope to the screwdriver.

Look at the right side of the couch. Zoom in on the red button, and press it. The grate opens, but it'll close again if you move away—so pull on the rope instead. Retrieve the screwdriver.

Zoom in on the leftmost plant (below the pictures). Unscrew the screw, and take the white box that comes off.

Zoom in on the chest below the plants, and zoom in on the padlock. There's a key threaded onto the shackle. You can't remove the key yet, but you can use the white box on the key—so do that.

Open the white box; it's full of acorns. There's also a small battery in there—take it.

Grab the binoculars from the plant shelf, revealing four holes. If you look at the bottom of the orange device, you'll note that it has four small feet. Place the orange device on the shelf—that black rectangle on the top is a solar panel, and it needs a moment to charge.

Step back until you can see the full view of this wall, and look up. There's a skylight. And there's a small discoloration on one of the beams. Use the binoculars to get a closer look—it's a tic-tac-toe board. Take note of its contents.

Zoom in on the small cabinet (to the right of the couch), and look behind the photo of the mouse. There's a screw—remove it. Step back. Click on the cabinet—it will slide to the right, revealing a trap door.

Open the trap door, click inside it to zoom in (important), and take note of the symbols along the bottom. Each symbol corresponds to a cell on the tic-tac-toe grid (fun fact: this is a type of pigpen cipher). Translate the symbols to get a sequence of nine Xs and Os.

Look at the shelf to the left of the door. There's a note behind the pot—look at it and take note of its contents. In particular, we see that "O" means "On" and "X" means "Off".

Zoom in on the desk, and look at the lamp (it looks like a gumball machine). If you experiment with it, you'll find that the left button turns it on, and the right button turns it off. Enter the sequence you just decoded to get a second battery.

Look under the pillows on the couch to find a hand-held video game. (While you're here, look under the right side of the couch to find a duck head.) Flip it over, remove the battery cover, and insert the two batteries. Push the "Start" button.

The game is pretty simple—press the red buttons to toggle the positions of the bridges, and try not to let the ducks fall. (It's safe to move a bridge as soon as the duck chirps, even if he's still above the hole.) Score at least 7000-ish points (I'm not sure of the exact score), and you'll see a sequence of ducks facing in different directions on the "Game Over" screen. Note this sequence.

Zoom in on the topmost shelf above the couch again. Put the duck head in the hole, and turn it according to the sequence from the video game. The lid will pop open, revealing a second screwdriver (this one is flat-head). Take it.

Zoom in on the door, and then zoom in on the rectangular plate. Unscrew it. Use the binoculars on the key rack at the end of the hall, and note the directions of the arrows.

Go back to the right side of the couch, and look at the red button. Screw the rectangular plate onto the couch, forcing the grate permanently open. Go check out the grate—there's a cavity on the right side, containing a key. Take the key.

Use the key on the green safe above the desk. You've unlocked—another lock! Enter the arrows you got from the key rack to open it, and take the slingshot.

Return to the door and look through the hole. Bring up the detail view of the slingshot, and use the box of acorns on it. Fire some acorns at the key hanging on the rack—you'll have to aim high to compensate for gravity, and you'll have to hit it a few times. It'll fall to the ground.

Use the binoculars on the key rack again; there was a four-digit code behind the key. Write this down and return to the orange device. The left button resets the display to "0000"; the right button adds 7 to the value, and the middle button shifts the numbers one digit to the left and appends a zero. Enter the four-digit code, and click on the red button. You'll get three Roman numerals. Write them down.

Go to the small cabinet, and zoom in on the bottom—there's a combination lock. Enter the Roman numerals, and open the cabinet to retrieve a blue bowl. Look at the bottom—have you seen that symbol before?

Open the trap door, zoom in, and place the bowl on the floor. Step back, and watch something cute happen. Click on the key—but, not so fast!

Leave the trap door and come back to it. This time, a tennis ball will appear; take it. Open the safe above the desk; click on the bottom panel to reveal a hole. Drop the ball into the hole. Check the grate—there's a can of dog food. Open the food, dump it into the bowl, leave the trap door, and come back. More cuteness! Zoom in and grab the key.

Use the key to unlock the door, and step through into the hallway. Turn around to look back into the first room, and click on the bars near the floor. Click again to find another red button; press it. Look back down the hallway—the painting has fallen.

Look behind the door; there's a complex code. Write it down, and inspect the opening that was behind the painting. Look familiar? First, decode any shape/letter symbols from the code behind the door, using the paper with the grid. Then enter the combination to get another key.

If you like, you can use this key to unlock the second door and escape. Or you can solve the remaining puzzles...

Look at the back of the key—there's another four-digit code. Go back to the orange device and enter it. (This one seems to be trickier than the first.) Press the red button to get another key.

Use this one to unlock the chest, and take the mirror you find inside. Note the hole in the handle. Hang it on the hook supporting the leftmost picture. Return to the hallway and take a closer look at the key rack—you can flip it open, but it'll close as soon as you release it. Hold it open long enough for the solar panel to charge, and the bars near the door will retract. Crawl through the tunnel to escape.

(There's a dog bone under the cushion in the hallway, but you can't pick it up. I couldn't figure out a use for it. Please let me know if you find one.)

posted by ixohoxi at 11:04 AM on June 3, 2009


The mini game was surprisingly hard.
posted by jeblis at 3:45 PM on June 3, 2009


Fun!

And I only had to cheat a couple times...
posted by ObscureReferenceMan at 8:19 PM on June 4, 2009


I love reading these threads without having played the game yet. They make absolutely no sense.

I have absolutely never thought of that before, but you are so right.

"Where do I find the baseball wax's code? I already have the toothbruth and the upside down orange, and it's pretty obvious what I have to do with the wet hat, I just don't know which vestibule I'm supposed to rest it in."
posted by Uppity Pigeon #2 at 9:39 PM on June 4, 2009 [2 favorites]


I already opened the screen and cut the walrus, but I can't get the blue pen. Is the lamp supposed to be right or left?
posted by shakespeherian at 7:15 AM on June 5, 2009


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