In Mugein, a room(s) escape point-and-click puzzle game from LimitHouse, you get to relive the thrill of discovering you've locked yourself out of your house over and over without the luxury of a window to try to force your butt through. (Also not included; neighbours watching and laughing from behind their curtains.) Your goal is to figure out how to open each door to proceed to the next by examining your environment and working with the limited tools you have available. While the doors may look identical, the more you open the trickier they get. Just click to interact, and double click objects in your inventory when you've picked them up to examine them closer. It may start out simple, but if you don't pay attention to your surroundings (and what you've got in your pockets-es) you may find yourself trapped for a long, long time.
What sets Mugein apart from other games in the genre is how much it does with so little, keeping each room deviously simple in appearance without ever making the whole thing feel too repetitive. The lack of a changing cursor to denote an interactive area can get potentially frustrating here, since you're never really sure if there really isn't anything left to discover in the room, or if you just haven't messed around with your items enough. Fortunately, at ten rooms, Mugein doesn't wear out its welcome, and in general if you're willing to experiment with your inventory and pay attention to your surroundings you'll usually find the clue you need to turn on the proverbial lightbulb. Mugein is tricky but not obnoxiously so, and if you're an escape fanatic looking for a rapid-fire dose to see you through the week, this is one door you won't mind knocking at, complete with a celebratory fanfare you'll wish more games employed for your efforts.
Walkthrough Guide
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Mugein Walkthrough
Getting Started
This game consists of a series of ten small rooms that you must escape.
Everything you'll need to leave the room is contained in the room, either in the surroundings or in your inventory. If you find yourself stuck, examine everything closely, even if you inspected it all before.
This walkthrough will provide hints and solutions for each room.
Room 1 - "Nothing but a single blue door"
You have nothing, can look nowhere besides the door, and can collect nothing. Thankfully, nothing is all you need to leave here. Go on through the door.
Room 2 - "Blue door plus table"
Now there is a table. Just for kicks, open the drawer and take a peek. Exactly the present what you were hoping for: a key! After using it to unlock* the door, hold onto the key as a souvenir of the lovely moments you had here. Go on through . . .
(*Highlight the key in your inventory, then click on the door.)
Room 3 - "Tiny black square over the door. . ."
Spying the table again, perhaps you think this room will be as simple as the last. Such a let down! Nothing in the drawer. Might as well check out that thing on the wall.
A remote with a big red button? Try aiming* it at the box over the door, and give it a whirl.
*(Click on the remote only once to highlight it in your inventory while you have a clear view of the door, then click on the door.)
Hurrah! Finally we can escape this place.
Room 4 - "Another plain room with a blue door and table"
Here you are, back again for more. Despite the big disappointment with room 3's drawer, have a looksee at this one. Reach a bit further back . . .
There it is, another key, a piece of cake (so to speak) to exiting. Utilize the triangle key and take your leave.
Room 5 - "Red book on table"
A stickler for routine, you try out the drawer first but come up with nothing. Stuck in here with no apparent means to depart, now's a good time to do some light reading.
Blank page. A page with an arrow and rows of lines. Blank page. Another where someone clearly does not understand maths. Blank. Blank. Key? Woo hoo! You know what to do, and with what to do it, so you can take it from here.
Room 6 - "Flat panel TV screen"
An empty drawer
Slam! Such an ugly eyesore
Look around, there's more.
Since haikus have rare use in these parts, it's time to break out your mad code-breaking skills. Three numbers are needed.
How about that flat panel monitor on the wall? A universal remote would come in handy here.
The numbers on the screen resemble the ones in the red book, so the red book must contain some sort of clue.
If you can solve the "?" for the three roman numeral equations given, you'll have your escape code.
Make notice of the arrangement on the monitor: there is a pattern in there . . . shapes, really.
The clues point to the shape on the screen: III - V = 9
So if you take away that III - V section, the rest of the lines form the shape of a 9. Do the same with the other clue, you get the shape of a 2.
Apply the principle in order to solve the other Roman numeral equations:
6
3
0
After entering the proper numbers, a happy chime rings as the blue door unlocks and you are now free to leave.
Room 7 - "Two blue doors"
As a bit of a twist, you are presented this time with two beautiful blue doors. Take your pick, they're both unlocked. Getting out, though, is more tricky.
The red book came in handy last time; give it another perusal. The first clue you come to is the one you need; what is its cryptic message?
The lines of the clue indicate which door to open or close, and in what order to open or close them:
Start with both doors closed.
First, open the left.
Now, open the right so both the left and right are open.
Next, close the right, leaving only the left open.
Open the right again, making both doors open.
Close the left this time, as only the right should be open.
Finally, close the right, so both are open.
After performing the required actions, stand by to be awed in wonder as both doors rise up to reveal the true exit. Depart.
Room 8 - "A small code box, a slip of paper"
The drawer in this room contains a piece of paper. On the paper is a crudely-drawn large circle and a symbol that looks to be a pencil. Perhaps it's telling you to find a pencil, then.
If you are the diligent-sort of detective, you have already found the pencil in your inventory. No worries if you haven't, just give the book a closer examination . . .
Tucked into the binding, a secret compartment contains a pencil.
Use the pencil on the paper*, and the answer is revealed.
5 6 3.
*Note: you must use the pencil on the paper before the code will work in the box.
Input the code, and you are rewarded with that happy chime again. Go to the next room.
Room 9 - "This looks familiar: door, table, nothing else(?)"
Nothing in the drawer and nothing in your inventory seems to work. Panicked, you start looking around. Nothing still. Feeling dejected, you hang your head, morosely staring at the floor. And there's your answer staring back at you.
Pick up the fourth key and use it to get out of here.
Room 10? - "Opaque white window"
Let out a sigh of relief as you breeze through an array of open doors. The first nine rooms did not always provide the best accommodations, but . . . room 10? Wherever we are, this place seems to be it.
Ever affable, the drawer delivers another piece of paper, and this time you're ready to put your pencil into action.
Unfortunately, the numbers you garnered from the last clue are useless in a letter code. Manipulate things a bit, though, and you'll have the code.
Hint: turn things around a bit; try to not get disorientated. Or, better yet, here's the solution:
she
You'll know you made it when you hear the friendly bell again. This time, passing through the door means you've made your final escape. Now you can reflect on your experiences with a higher perspective.
:)
Congratulations!
Posted by: elle | August 18, 2011 1:21 PM