Escape from the Meeting Room
This week's feature is something we can all identify with, escape from a meeting/lecture/class room. Who hasn't wanted to get out of a meeting or lecture? Escape from the Meeting Room gives us the opportunity to flee before boredom or sleep overtakes even the most dedicated worker/student. Designed by Tesshi-e, makers of Escape from the Living Room and Escape from the Underground Space, Escape from the Meeting Room is a wonderful way to escape the humdrum office existence most of us must endure.
You begin locked in a room that looks like it could serve for a meeting or a lecture (anyone else have nightmares like this?). You need to find the items and break the codes that will allow you to escape before—heaven forbid—you are forever stuck in the meeting. Navigate the room, find useful items, and get yourself out!
Tesshi-e's designs are always lovely and 3 dimensional, but this time they've gone even further. Everything is bright, glossy, and polished to a high shine. Look at the walls and see the infinite reflections from everything else in the room! If you didn't want to get out of going to the meeting/lecture so badly, you could just hang around and admire the scenery.
Gameplay is pretty smooth, but there are some kinks in the navigation. You have to be standing at the right place in the center aisle to be able to access things on the sides, so navigation can be slightly confusing at first. Bars on the sides and a handy arrow will point you in the direction you need to go. Most objects are in plain sight, so there's very little pixel hunting involved.
Analysis: Escape from the Meeting Room is one of those fun escape games where you are in a room that you really, desperately want to escape from, unless you're one of those types that enjoys sitting and listening to someone talk for hours on end. For those who work in an office this is especially a joy, as in real life there is no escape from the dreaded meeting/lecture/training, unless you feel like faking an illness of some sort.
Although Tesshi-e designed games are usually heavy on construction, there is very little in this one. Rather than building a car out of a cell phone or repairing a toy airplane you are simply manipulating a few random objects to make them more efficient. Most of the "use of found objects" is very intuitive and easy to grasp. The code puzzles, on the other hand, are very easy. Almost too easy, in fact. Experienced gamers should blow through this one quickly.
The artwork is top-notch, beautiful, and a joy just to look at. There's a nice little jazz soundtrack, but as usual Tesshi-e has provided both a sound scale and a mute button to turn it down or to completely turn it off if it gets too annoying. There's no save button, but no real reason for one.
It's not a complicated life-or-death struggle to escape, but Escape from the Meeting Room is perfect for mid-week casual gameplay. Short enough to fit in a lunch break (or even a coffee break), escape from responsibility, escape from the everyday, and most importantly Escape from the Meeting Room!
Walkthrough Guide
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Walkthrough My first :)
Fitst view, right desk, click under the desk to find a stick.
Backup
One step ahead, click under the left desk to find a blue extension cord.
Backup
One step ahead, one turn to the right, click the plant to find a red handle.
Once to the right, one step ahead, click the clock and make note of the time displayed: 9:45.
Backup.
Once to the right to view the glas cabinet. Click the right part of the cabinet to view the books numbered from 1 to 7 and a three digit code display. The books in the right order would (if you could move them) spell the word "TIME" ... ahaaa ... so the code would be 945. After entering that code click the golden knob to slide open the right glas front.
Click the book labeld 7 to move it to the right and reveal a note. Click it to take that note.
Once to the left, a click on the glas front and a click on the tape to get it to your items.
Backup.
Once to the right, one step ahead and a click on the green briefcase gives you a closer view to that. The symbol on the briefcase says it, we are counting right angles. Take the note that you just found and count ... 9 ... 4 ... 1 ... 6 ... Enter that code into the four digit code display and the case will open to give you a right angle (!) stick part. A closer look lets you find a golden key #1, too.
Backup
Twice to the left, one step ahead and once to the left lets you view the glas cabinet again. But now click the lower part of it, use the key #1 with the lock to slide open the left side. Take the wooden box. If you like you can slide open the right side, but you will be disapointed ...
Backup
A little assembly: View the straight part of the stick, attach the right angle part to it and a use the tape on it ... now we've got a sticky stick
Click the left side of the glas cabinet to get a view behind it. Use the sticky stick to get the screwdriver.
Backup
Right, ahead, left, ahead gives you the view of some box with a plate on top, held by 4 screws, and a transparent box at the bottom with a key in it. Use the screwdriver on the plate and the sticky stick at the reveald gap to get that key #2.
Backup
Take a look at the wooden box in your items and use key #2 with the keyhole to open the box. Click the black extension cord to get it out of the box.
Left, 2 x ahead, left shows a outlet where you can connect the wooden box to. This opens the second part of the box. Click on it, get the pliers and Backup. Click the wooden box to get it back to your items. Another close look at the wooden box and a usage with the pliers gives you the black extension cord with one open end.
More assembly: View the blue extension cord and use the pliers on that. Now use the black extension cord with the blue one to get a loooong BlueBlack extension cord.
Plug the loooong BlueBlack extension cord to the outlet to support the apparat to the left
Left, ahead, right and a click on the apparat gives you a closer look. Click the "Space" key and the other keys will lit up in a special order. Make note of that order and click the keys as the apparat shows you. Done right it will give you a red decoder-device and display letters.
Now view the red decoder-device, use the red handle with it. Once attached the red decoder-device wil display roman numbers. The handle can be switched to four positions and shows diffrent roman numbers each position. The roman numbers are according to the letters the appart shows you. Handle Position one (to the very left): ... S ... I ... X ... ahaaaa ... six. Keep doing so and you'll get 6482.
Use the four digit code on the red decoder-device and get key #3. Backup
Once to the right and a click at the two openings (yet closed) at the left of the door. Use key #3 with the keyhole to open them openings
The left opening shows a vase and the right openening shows a remote. A decision has to be made.
Ending #1
Take the remote
Ending #2
Take the vase
Solution #1
Backup and one click towards the door. Use the remote with the door ... and out you are. Congratulations!
Solution #2
Backup. Take a closer look at the vase, at the bottom you will find a gold coin. Take it. View the red decoder-device and use the gold coin with the knob lefttop of the device to turn it 90° It will display a yellow "4".
Backup
Once left and a another click on the apparat. Use the letters to spell "F O U R". The apparat gives you a remote.
Backup
Right and ahead, use the remote with the door to open it. Wow, you found the gold coin, so have a cool drink and chill. Congratulations!
Anyone who finds misspelled words can keep 'em. I don't have any usage for them. :)
Posted by: Juggernaut | September 30, 2009 7:06 AM
Escape From the Meeting Room Walkthrough
There are two different endings, the regular ending and the happy coin ending.
You are facing the front of the room. Click on the table/desk to the right, just below the table surface, to get a close up of the rack underneath.
Look, a stick! Take it and back up.
Turn right.
Notice the power socket, and the machine whose cord doesn't reach it.
Turn left so that you are facing the front of the room again.
Go forward one step.
Turn right and you can see the machine more clearly. You won't be able to do anything until you figure out how to give it power.
Turn left so that you are facing the front of the room again.
Turn left and you will see a cabinet.
Click on the books in the upper right of the cabinet for a close up. Gee, looks like a code.
Maybe if the books were in a different order I could figure out the code.
Put the books in order from 1 to 10 and they spell out "Time" which is the clue for the cabinet lock.
Back up.
You can click on the lower part of the cabinet for a close up. Hmm, need a key. Back up.
Click on the left side of the cabinet to look behind it. Gee, there's something there, but you can't reach it now. Back up.
Turn left so that you are facing the back of the room. You should see the door, a clock on the right, and two alcoves on the left.
Click on the alcoves for a close up and you will see that a key is needed. Back up.
Click on the clock on the right for a close up and you will see that the time is 9:45. Back up.
Turn right and face the cabinet again.
"Time" to solve the lock.
The code is 945.
After you put in the code press the gold button and the upper cabinet will open.
Click on the number 7 book to move it. Look, a note! Take the note.
Back up and now click on the left side of the cabinet, where the blue tape dispenser is.
Click on the glass to open the cabinet and take the tape. Back up.
Turn right to face the front of the room.
Click on the left table for a close up. Look, a blue extension cord! Take the cord and back up.
Now go forward once until you are at the front of the room.
On the left table is a green briefcase. Click on it for a close up.
Gee, we need a four digit code. Remember the note we got from the books? It had a picture of a green briefcase and four symbols.
The symbol on the briefcase (to the left of the code lock) means right angles.
Perhaps we should check out the number of right angles on the symbols on the note?
The code is 9416.
Open the briefcase. Look, a hook! And a key! Take both. Back up.
Turn right. Click on the nice potted plant for a close up.
There's something red in the planter. Take it and back up.
Turn left twice. You are now looking at some sort of bin.
Click on the bin for a close up. You will notice that there is a key in the bottom, but that the top is screwed firmly shut. Back up.
Turn left and go forward once.
Turn right and you are facing the cabinet again.
Click on the bottom of the cabinet for a close up.
Use the key from the briefcase to open the bottom of the cabinet. Goody, a wooden box! And it's locked! Back up.
Click on the left side of the cabinet to see the back.
Pull up the stick from your inventory and place the hook on it. You now have something that looks like a fancy cane.
Use the newley assembled cane on the mysterious object behind the cabinet. Goody, a screwdriver! Back up.
Turn right, go forward to the front of the room, then turn left.
You are now facing the bin again. Click on the bin for a close up.
Use the screwdriver on the top of the bin to open it.
Now time for a little ingenuity.
Pull up the cane from your inventory, and place tape on the hook end.
Use the taped cane on the bin opening and you will get a key. Hurrah!
Pull up the wooden box from your inventory and use the new key to open it. Gee, an electrical cord.
Back up and turn left.
Go forward twice until you are at the doors, then turn left. See the socket?
If you try to attach the blue electrical cord you will see that it is too short to reach on its own.
Plug the box cord into the socket and behold, it opens up!
Click on the box for a close up and take the pliers.
Back up and take the box back.
Pull up the box from your inventory, then use the pliers on the black cord. You now have a black electrical cord with exposed wires at one end.
Close down the black cord and pull up the blue cord. Use the pliers on the plug end of the cord to expose the wires.
Now attach the black cord to the exposed end of the blue cord. Yay, a combined cord!
Close the combo cord down and then attach it to the power plug. You have now plugged in the machine.
Turn left, go forward, then turn right until you are facing the machine.
Click on the machine for a close up.
Here's the tricky bit.
Press the long bar at the bottom and notice the pattern of lights. It goes fast, so watch carefully.
You need to push the buttons in that pattern to open the machine.
If you imagine the buttons being numbered from left to right, 1 2 3 4 for the top row, 5 6 7 8 for the middle row, and 9 10 11 12 for the bottom row, then the pattern to push is: 3, 8, 11, 9, 2, 7, 1, 10.
The machine opens, revealing a small red box. Take the box.
You will notice that the box has a small hole on the left. Put the red knob that you found in the plant in the hole. Look, a clue!
The roman numerals correspond to the letters that now appear on the machine buttons. You will notice that if you put the letters in order it spells "six". Click on the first white square (on the red box) until it is on six, then turn the red knob.
Now you have a second set of roman numerals. Compare them to the machine and they spell out "four". Click the second white area to four then turn the knob.
Now the roman numerals spell out "eight". Put eight in the third white space and turn the knob.
The roman numerals spell out "two". Put two in the fourth white space and the box opens. Yay, a key!
Back up and turn right. You should now be facing the back of the room, with the alcove, door, and clock all in view.
Click on the alcove for a close up.
Use the key you just got from the red box to open the alcove. From this point on there are two different ways for this to end.
You can only take one item from the alcove.
Regular End
Take the remote from the right alcove.
Back up, go forward, then use the remote on the door.
You are out!
Happy Coin End
Take the flower pot from the left alcove.
Click on the bottom of the flower pot to turn it over. Yay, a lucky coin!
However, the alcove is now closed, so you have to find another way out.
Turn left to face the machine again.
Pull up the red box from your inventory.
Notice that the round thing in the upper left of the box has a slot, the right size for a coin.
Use the coin on the slot and the red box will show the number 4.
Put away the box and close up on the machine.
Use the buttons on the top of the machine to spell out "four".
Yay, another remote!
Back up, turn right, and go forward to the doors.
Use the remote on the doors and escape.
This version includes an extra scene on a lovely patio somewhere. Enjoy!
Posted by: grinnyp | September 30, 2009 9:45 AM