
Part 3
Only continue on this page if you are looking for help with our online escape game.
Ensure you complete all steps in each section before attempting to enter a code. Skipping steps will mean you may receive a ‘This code is not valid’ message or the game may not unlock. This is because the game checks tasks have been completed prior to unlocking new areas.
The Warp Core Puzzle
Clue 1
In the corner with the ‘Artefact Storage’ hatch, you’ll find a crank handle on the floor. Collect it and attach it to the crank machine on the wall. Once attached you’ll be able to click on the handle to power up the light in the ‘Discoveries’ display case.
Clue 2
In the corner with the ‘Artefact Storage’ hatch, on top of the hatch, you will find a clipboard showing a description of different discoveries. Match each description with one of the samples in the discoveries display case and make a note of the planet each discovery was taken from.
Clue 3
Once you have worked out the order of the planets, input them on the tablet hanging next to the clue screen. Once input correctly, the screen will inform you that a box has been unlocked.
Answer
Keynus
Neptclune
Enceladoor
Hyperkeyon
Mercukey
Clupiter
Cluto
Coloured Gems
Clue 1
When first entering the portal, the lights will be off. You will be able to collect a diamond from the wall and insert it into a slot on another part of the wall.
Clue 2
Once the room goes green, you will be able to collect a pickaxe. When you revisit the wall containing coloured gems – you will now be able to use the pickaxe to collect the different coloured gems.
Clue 3
Collect the gem that matches the colour of the room and place it in the wall with the diamond. Once all gems are in place, the lights will come on fully and you’ll be able to explore the room.
D.O.U.G. and Dynamite
Clue 1
If you open the D.O.U.G. box you’ll find a folder that explains how D.O.U.G. works. You can click on the blocks in the holes to change the symbol on them. Pressing the button in the fourth hole will release the three blocks into the slot below to be collected.
Clue 2
Once the three blocks have been collected you’ll be able to slot them in to the large D.O.U.G. machine. Make a note of the colour of flashing light under each symbol. Red means that the symbol is incorrect, yellow means that the symbol is correct but in the wrong position, green means that the symbol is correct and in the correct position. After each attempt, the blocks are returned to the holes so you can choose new symbols.
Clue 3
Pay attention to the three I.D. cards as the information on them may give you a starting point of which three symbols to choose.
Answer
Block A: Cogs
Block B: Warp Core Logo
Block C: Book
Retrieving the Wand
Clue 1
Once you have collected the spell book from the backpack you will find a symbol spread across two pages which you can change by clicking on each of the wheels.
Clue 2
You will find the same symbol on the wall above the wand box. Try to match the symbol in the book to the one engraved on the wall.
Clue 3
All four wheels of the symbol can spin, all four need to be positioned correctly before you can collect the wand.
Answer
The symbol at the top of the largest circle should have 3 notches on the left and the top two notches on the right
The symbol at the top of the second largest circle should be the crescent moon
The two symbols at the top of the third largest circle should be the wheel on the left and the windmill on the right of the central circle
The symbol at the BOTTOM of the smallest central circle should be the sun
Using the Wand
Clue 1
Once you have collected the wand, you will find the ‘Summon wand’ icon in the bottom right corner of any puzzle that requires you to use a spell to solve it. By clicking the ‘summon wand’ icon, this will remove the wand from any other puzzles that require the wand so make sure another member of your team isn’t in the middle of casting a spell.
Clue 2
When the wand is visible, you can click on it to open the ‘spell selection’ screen. You’ll need to change the three symbols so that they match the three symbols required to cast a certain spell. To remind yourself, you can click on the spell book in the top left of this screen.
Clue 3
Once the correct symbols are visible, drag the wand so that the tip points to the purple sun icon in order to cast the spell. If nothing happens – double check your symbols and try again.
Witches Cottage Story Wall
Clue 1
You can touch the text on the right half of the wall to start a story about a boy searching for his parents but the story doesn’t match up with what you can see. You will need to visit the left half of the wall and make changes so that the story makes sense.
Clue 2
Remember that you can make changes to both the colour and the size of each house.
Clue 3
When you have corrected all four houses and are rewarded with a key, make sure you look down and collect it before moving on.
Answer
Small Red House
Large Blue House
Large Green House
Small Red House
Pied Piper’s Recorder
Clue 1
You will find the recorder strapped to the wall by magical roots. Try to find a spell that will help remove these obstacles before you retrieve the recorder.
Clue 2
Once you’ve collected the recorder, you’ll be able to use it on the rat hole in the corner of the room. Click on the ‘breath gauge’ to start playing and then match your finger patterns to the three images shown in the bottom right.
Clue 3
Once a note is played, three new finger pattern symbols will appear for you to change to. You will need to play all the notes before you run out of breath.
Four Pentagrams
Clue 1
Use your wand to translate the text underneath the shrine in room 1 which will tell you which four symbols need to be shown on the four pentagrams.
Clue 2
Go back through to room 2 and try to find a combination where only the four symbols mentioned are shown. When you click on a symbol it will appear in the centre showing that it has been selected. Some symbols appear on multiple pentagrams but the correct 4 symbols will only be visible all at once in one combination.
Clue 3
When completed, go back through to the shrine and press the beating heart in order to gain access to the cavern.
Answer
Top Left Pentagram: Water
Top Right Pentagram: Meat
Bottom Left Pentagram: Lute
Bottom Right Pentagram: Wine
Keyweaver Spiders
Clue 1
Drag the jar of flies to one of the ‘spider web’ selection points in order to guide the spider from point to point.
Clue 2
You can click on the spider in the bottom left to reset the puzzle to try again if you make a mistake.
Clue 3
If you click on the locked door you’ll find the outline of four possible keys that could unlock the door. Guide the spider so that he draws an outline that matches one of the keys. Once complete, the key will appear and you can collect it to try on the door.
Answer
Key 4 will unlock the door in the cavern
The Cave Maze
Clue 1
You will need to set your wand to the vanishing spell before you can choose a path to move forward.
Clue 2
On the first screen, there is a rock in the bottom left that will reveal the colour order of paths to choose. The colours will match the different coloured lanterns above each path.
Clue 3
If you make a note of which path is correct at each step, you should notice a pattern that will help you make a decision at the final step.
Answer
Left, Middle, Right, Middle, Left, Middle
Defeating Dorothy Good
Clue 1
Once you’ve collected the Salem Grimoire, you will find a list of which spells are weak against others. You will need to make a note of this as you go into the fight against Dorothy Good.
Clue 2
Make sure you follow the arrows correctly. If Dorothy casts a certain spell, you need to cast the spell that points TOWARDS the spell she has just cast, not the spell that her spell points towards.
Clue 3
If you are struggling for time, you can also type in the colour of the spell you want to cast to save on time.
Answer
First spell: Illior – White
Second Spell: Obliterium – Green
Third Spell: Igniteus – Red