It's not often that we find profundity in a room escape, with some rare exceptions. Puzzles, yes. Lots of random objects, certainly. Strange devices, almost inevitably. But a series of room escapes that use the idea of an exploration of the solar system as a metaphor for searching deep within a strange house (or perhaps deep within the human psyche)? Well, there's one out there, a series of escapes by the fantastic GUMP and they have finally hit (after a nearly 2 year wait) with the next installment in their backwards journey through the solar system, Jupiter.
The pink haired boy is back, and having traversed Neptune, Uranus, and Saturn (along with his silver flying tentacle companion) he must now tackle the most difficult room of the journey so far. Jupiter is set in a hexagonal shaped room where our hero and his mysterious (and malleable) sidekick must solve quite a few logic problems to continue their journey. Jupiter is packed with lots of tricky puzzles, as each room is a progression not only further into this amazing house but a progression in difficulty. Along for the ride is some haunting music, the usual stark backgrounds, and some pretty amazing cut-scenes. Will this journey ever end? Will the boy find his way to the heart of...whatever is waiting at the end, whether it be escape or something else? The answer lies with GUMP, and they're still not talking.
The lack of a changing cursor can be a bit of a pain, creating some pixel hunting in the minimalist backgrounds, and the puzzles are fantastic, logical, and tricky. There are very few objects to find, making Jupiter more of an intellectual stretch than just "find key A and insert in slot B". And best of all GUMP is still eschewing color puzzles, so the game can be enjoyed by all. Well, all who have a really good sense of spatial reasoning and the ability to think their way through some of the more esoteric puzzles.
For those who love this particular series of room escapes Jupiter is a welcome addition to the set, much more challenging than the ones that came before, and even more unsettling as the player is drawn even further into this odd, sterile, mechanical house. For those looking for more than a "5 minute and out" challenge, you'll be pleased with GUMP's fantastic escape game design.
Walkthrough Guide
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Jupiter Puzzle Solutions
NOTE: This is not a walkthrough, it shows only the solutions to the puzzles, and not how to progress.
BLUE CARD LOCATION
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BLUE CABINET
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RED CABINET
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TANK DOOR
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TANK INSIDE
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LARGE CABINET
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Posted by: repairmanman | March 22, 2012 9:25 AM
Jupiter Walkthrough
for those who need it. :)
Clues in the room:
BY THE DOOR WITH THE RED X
Click on the counter on the left (may take a bit to find just the right spot).
Once you've zoomed in, click on the blue card next to the blue wall. It has a 2, a WHITE pentagon, and is the first of five clues. Clicking it flips it over and shows you a line of shapes with a GRAY CIRCLE at the end.
On the counter itself there is a 6, four BLACK squares, and is the second of five clues.
BY THE CYLINDER
This is where the five clues will be used. Click on what looks like a lever on the bottom left of the cylinder.
It's actually a drawing of an odd triangular path. Note the position of the GRAY CIRCLE. Back up.
Click on the small panel to the left of the cylinder. Open the door, take the key, and notice the 0, WHITE diamond, and that this is the fourth clue. Back up.
BETWEEN THE GREEN MACHINE AND THE CYLINDER
Click the box on the wall, and use the key on it. On the inside of this door is a 3 and a white diamond, the third clue. The switch can't be pulled yet.
Below the box is a door with a card reader. Swipe the blue card and click the door (may take a few clicks, don't know why). It opens to reveal a triangle with a GRAY CIRCLE in one corner. So, you know what to do here, right?
Each blank triangle can contain a triangle, a circle, an X, or a square. Following the path noted earlier, enter the sequence of shapes from the back of the blue card (from RIGHT to LEFT).
If you have the sound on, you'll hear two beeps. Back up, open the box with the 3 again, and pull the blue switch.
Outside!!
Turn RIGHT, and you'll see a 0 and a BLACK circle split into four pieces, the fifth clue. Next to this are two small doors.
DOOR NUMBER ONE
Behind the top door is a red card. Notice the arrows and numbers, then click it to turn it over. Some hexagons with dots! Note that the only dots which appear on one but not both of the first two hexagons appear on the last one.
Also behind door number one are some circles with numbers. Basically, this is a math puzzle. 1+2=3, 3x2=6. 2+3=5, 5x2=10. 3+4=7, 7x2=14.
DOOR NUMBER TWO
Here is where you use those five clues you've collected. When you click on the inner circle of shapes it spins. For each clue, line up the number with the correct shape (ex. 2 with the WHITE pentagon) and note which number the red tab falls on. Those numbers in order are the code for the cylinder.
For those of you who are lazy, it ends up being:
6 3 1 8 5
Turn back to the lake and then left, and take note of the octagonal shapes. Apparently, any side that is blank in either of the first two is blank in the last. Now go back inside.
Putting it all together!
THE GREEN MACHINE
First of all, go look at the green machine. To its left is another card swipe door. Use the red card to unlock it and click to open.
Here are numbers and arrow like those outside. Just like before, add the two numbers and then multiply by two.
For those who don't like math:
24+17=41, 41x2=82. 17+19=36, 36x2=72.
Note the two blue dots above the numbers. They are the same as the two blue dots above one of the machines across the room. Go click on that machine's screen until you see a diagram. Click on the picture of the green machine. The cylinder code is now operational.
THE CYLINDER
Go enter the code and open the cylinder door. Octagons and hexagons. Based on the clues you got before, fill in the bottom figures.
For those of you who don't like shapes.
On the octagon, if the top is N(orth), darken the NW, W, and SE segments.
On the hexagon, darken the top-right, right, and bottom left dots.
Go back to the screen with the diagram and click the cylinder picture. Water will slowly fill up the cylinder. When it's finally full, click on the camera picture.
Watch the cut-scene.
Back up, and click on the large wall box to the left of the screen machines. Arrows and dots!
Click on each arrow until it points to the next number (1->2, 2->3, etc. up to 20). Fill in the number of dots for how many squares away that numbers is. For example, square 2 is three tiles away from 1, so square 1 should have all three dots filled in. Square 3 is only one square away from 2, so 2 should have only 1 dot filled in.
Once you've completed that, turn left. The switch box to the left of the door is now operational. Open the box and pull the switch!
Posted by: SummerKitten | March 22, 2012 1:10 PM