Doors & Rooms is an escape the room game from Gameday that will challenge even the most perceptive of players. For those who are stuck at playing Doors & Rooms, this walkthrough will help you in getting out in even the most mind boggling jams throughout Chapters 1 to 4.
Chapter 1: Rusty Key
Stage 1:
Simply open the door. This is the game’s way of orienting you on how to interact with the environment.
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Stage 2:
Tap on the lock on the lower right side of the door and tap it again so that it would slide open.
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Stage 3:
Find and pick up the hammer. Use this to break the glass box and get the key. Use the key to open to door and exit the room.
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Stage 4:
Search the top drawer of the cabinet and you find an egg shaped object. Dismantle it and you will see a key inside. Use this to exit the room.
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Stage 5:
Find the batteries and the remote control within the room. The battery is found somewhere in the middle of the room while the remote is hidden on the left side of the floor. Combine the batteries and remote and point it at the mouse hole in the wall. A toy train carrying a key will come out from the hole. Use this to exit the room.
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Stage 6:
Tap on the note on the far wall. Use the code written on the note to access the key by punching in the code in the keypad. The code, in case you haven’t seen it yet, is “2531”. Once the code has been successfully entered, the safe will open, revealing the key. Use the key to open the lock on the door and exit the room.
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Stage 7:
Get the present in the middle of the room and open it. You will then have access to TNT. Open the fridge and put the TNT inside. Close the door afterwards. Once the TNT explodes, the door will then open automatically.
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Stage 8:
Again, there will be an access code on the wall. This time, there are no numbers on the keys. The clue here is the letter “E” on the floor. Simply press down on the buttons on the keypad in order to form the letter “E” and the door will automatically open.
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Stage 9:
This is a trial and error level where players must press on the floor panels in the right combination. Once the right combination has been pressed, the key will be lowered via a chain. Use this to open the door and exit the room.
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Stage 10:
Enter the code “7239” on the panel to unlock the door. The code was derived from the number and suit attached to the keys during the previous stages. Simply enter the number representing each card suit and the door would be unlocked.
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Stage 11:
Collect the chain on the sink, the toilet roll on its holder, and the handbag by the wastebasket. Dismantle the toilet roll and you will get to see that the cardboard tube contains the code “217453”. Use this code to open the lock on the stall door. Inside, get the hammer and use it to shatter the mirror by the sink. Pick up a shard of glass and combine this with the handbag. You can now dismantle the slashed handbag in order to get the magnet. You can then combine the magnet and the chain in order to create a fishing rod type of object. You can now use this to fish the key from out of the drain vent. Use this key to exit the room.
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Stage 12:
Like in the earlier stages, a little bit of trial and error is required here. Touch the floor panels in the right order in order for the jar to drop down from the ceiling. Dismantle the jar to get an empty bottle, pill, and piece of metal. Dismantle the pill in order to get the note with the code Down Left Up Up Up Right Down Right.
To access the panel, connect the metal piece to the switch. In order to get the code, you must pair up the directions in the note by twos and see where the corresponding numbers are mapped in the grid. Down-Left corresponds to 7, Up-Up corresponds to 2, and so on. The final code is “7239”, and you can enter this on the panel in order to unlock the door.
Chapter 2: Secret Doors
Stage 1:
You will be able to see a panel with boxes above them. Pressing on a button will cause the boxes to open or close. Pressing the right combination of buttons will ultimately have the boxes all open and spell out the word “OPEN”. A bit of trial and error is involved here, and the combinations are a bit random.
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Stage 2:
Look at the calendar on the left. You will notice that the number 24 was circled in red. All you have to do for the door to open is to press the red button 24 times. Ignore all other buttons.
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Stage 3:
The door in this stage will look like a giant slot machine. Pull the arm and keep trying until all three keys come up. It might take multiple tries, while the lucky ones may get it after just two or three tries. If three coins come up, you would be rewarded with in-game coins. Once all keys turn up, then the door will automatically open.
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Stage 4:
Once you enter the room, the wall will have red symbols painted on them. Clicking on the blue switch will cause the lights to go off, and you will be able to see blue symbols on the wall. Combine the two and you will come up with the four digit code that you will then enter on the code panel. In case you can’t get it, the actual code is “2735”.
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Stage 5:
This is actually a trick level that will boggle most gamers. It simply displays a cell door with a huge lock symbol on the front. The simplest solution to this is to check your inventory, as the key is there all along. Use this to unlock the door and exit the room.
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Stage 6:
Tap on the hint above the door. This is an optical illusion that can be solved by tilting the device away from you and tracing along the blocks and lines with your eyes. You will then see that the numbers are actually stretched out and you will be able to come up with the numbers “8654219634”. Remove the numbers 8,4, 6, and 1, including duplicates, and enter the four remaining numbers, which in this case is “5293”.
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Stage 7:
Here, the door will only unlock if you strike the bells in order from lowest to highest frequency. To do this, hit the rightmost bell first, followed by the second bell from the left and move to the right until the second bell to the right. Hit the last bell which is the leftmost bell in order for the door to unlock. Nominally, strike the bells in the order 7234561.
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Stage 8:
On the pile of coins on the floor, pick up coins and observe them. Some of the emblems on the coins will not match the emblem of the door, such as eagles looking to the left rather than to the right. Once you have found a match, enter the date engraved on the coin on the code panel. If this fails, then use the trial and method error as there might be some similar looking coins in the pile.
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Stage 9:
This next stage is pretty easy. Simply start the timer and press stop in order to stop the timer at exactly three seconds. This will take some timing as well as quick fingers. Once the timer is stopped at exactly three seconds, then the door will open and you can exit freely.
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Stage 10:
Here, players would have to place weights in the different boxes so that they would remain balanced. Like real physics, the farther along the center a weight is, its weight increases. The correct sequence for this is “35124”.
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Stage 11:
This is a trial and error stage. Enter a number and press the button on the floor. If the number is correct, the S lane will light up. Once all S lights are lit up, the door will open automatically.
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Stage 12:
This is another trial and error stage. from left to right, top to bottom, tap on the blocks on the grid in the order 543819672.
Chapter 3: Silent Hospital
Stage 1:
Get the can of WD-40 from inside the box. Use the WD-40 to clean the back plate of the ambulance. Open the ambulance’s backdoor with the combination found on the back plate. In this case, the code is “5728”. Once opened, you will be able to see a crowbar inside the ambulance. Get this and use the crowbar to open the ambulance’s right door. Once you’re inside, start the car by clicking on the ignition. Observe the back lights of the ambulance, and you will get to see them illuminated in different colors. Take note of this color combination and enter this on the panel beside the door. Once you have entered the proper color combination, the door will now open.
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Stage 2:
Find the CD case on the bookshelf. Dismantle the item in order to get the CD. Insert the CD into the computer and look at the monitor. You will get to see an open spreadsheet with the formula C4 + A3 + B1 – E3. Now, look at the bookshelf again. You may notice that the bookshelf looks like a spreadsheet. Follow the coordinates and look at the items in each coordinate (i.e. C4 is the fourth row of the third column, A3 is the third row of the first column, etc.). Take note of the numbers in each item and combine the numbers based on the spreadsheet formula. To help you out, the solution is 1221 + 1983 + 2485 – 2012 = 3677. Use “3677” as the access code to be entered in the safe box located on the rightmost, second topmost shelf. Once the combination has been entered, the safe will be unlocked, revealing the key which you can now use to exit the room.
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Stage 3:
Open the drawer in the middle of the room. You will get a business card with a certain area smudged. The smudged area, revealing the code, is the hint that you would use when opening up the suitcase on top of the drawer. The code is “1485”, if you are having trouble seeing it.
Once opened, get the USB key and insert It into the projector. On the screen, you will see a chart of the human body along with organs and body parts. You will also notice that there is a patient chart on the desk. Observe this and you will see names that match the ones on the screen, along with a date and their blood types. Disregard the blood type information as the dates are the ones that are important here. Go to the safe by the door and access the code panel.
Find the organ corresponding to the name and refer to the patient chart. You must then click on the buttons systematically by revealing the words pertaining to each organ, starting with the xth column, where x is the first digit on the date, and the yth row, where y is the second digit on the date. For example, to reveal “LIVER”, start with the fourth column of the fourth row, while “BRAIN” is revealed by clicking on the fifth column of the first row. With the exception of “BRAIN”, all words are revealed from left to right while the former is revealed from top to bottom.
Once the puzzle has been solved, the safe will open revealing a spine like ornament with “SHADOW” written on it. Place the spine on top of the podium in front of the projector and look at the shadow that it casts. At the right side of the shadow where it meets up with the edge of the projector screen, the shadow would read “31371”. This is the code that you would use in the door access panel which would ultimately unlock the door.
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Stage 4:
Get the pool cue on the floor and the pool stick on the pool table. Get the four cubes on the couch, on the floor, on the table pocket, and in the microwave. Combine the two cue components together and use it to jar the coin from the ceiling vent. Use the coin in the vending machine and get the can of soda. Observe the four cubes and the soda and you will see a pattern of colors and numbers. Now, go to the fuse box and connect the wires in this order:
1 – white – D (via deductive reasoning)
2 – orange – A
3 – blue – E
4 – purple – C
5 – red – B
Once completed, the TV would turn on. Go to the wastebasket and get the crumpled up piece of paper. Unfold it and observe the writing on the paper. Match the color per column with the number that corresponds to the bars on the TV screen. You will then come up with the code “43158” which you would use on the door access panel in order for the door to unlock.
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Stage 5:
Get the X-ray chart on the sink and place it on the whiteboard. Get the scalpel on the table and uncover the figure on the operating table, revealing a teddy bear. Cut open the stuffed toy’s tummy to reveal an access panel. The code is the average of the red and yellow lines, in which case are 90 and 75. Enter these in the teddy bear’s heart, which would in turn provide you with the card key. Use this to activate the push panel by the door. The code is “PUSH”, which is the common display characters “8888” with the displayed segments in the X-Ray removed.
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Stage 6:
Get the bottle on the floor, the necklace by the stands, the box cutter in the top drawer, the napkin on the bed. And the piece of rope by the floor. You will be using all these items at some point in the level.
First, attach the necklace to the right side of the blinds to open them. There will be markings on the windows that, when combined, will form the word “PLEDGE”. Use the laptop on the bed and enter this code. Once entered, the screen will display the symbols “(^^)” which correspond to “9660” on the computer keyboard. Take note of this as you get the scrap of paper under the pillow on the bed where the laptop can be found.
Combine the bottle and napkin and observe the painting on the wall. Use the wet napkin to wipe at the ref house, as directed by the scrap of paper, and cut on the x with the box cutter. This would then reveal an access panel. Enter “9660” and get the key which would then be used on the locked windows. Attach your rope to the radiator to the left of the windows and exit via the now open windows.
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Stage 7:
For this stage, you will have to find multiple items. Get the small bottle (anti-A) on the top drawer beside the medium bottles, the anti-D bottle beside the anti-A bottle, and the anti-B bottle in the lower drawer. Another lower drawer will reveal a microscope attachment while the center middle drawer will also contain another microscope attachment. Lastly, get the piece of paper on the cabinet on the other side of the room and the blood samples inside the cooler.
Once all items have been collected, attach the two microscope parts to the microscope and place the blood sample on the viewer. Go back to the drawers and observe the sheet of paper on top of the cabinets. Use the three bottles on this piece of paper. Go to the door panel and take note of the inscriptions above the display. These are “RH-O A B RH-A O AB”. Find the corresponding name of the patient of the sheet based on the inscription as well as on the blood sample guide on the wall. Once found, get the corresponding number for the blood sample based on the guide provided in the scrap of paper that you found.
By the element of deduction, it can be realized that the dark spots are worth two points, the light spots are worth three points while the jelly like substances are worth one point. With this, given RH-O as the first digit, we can see that this corresponds with patient Uj, and his blood sample yields a result of 6. Doing this for each blood type, we will get the code “697956”. Use this to unlock the door and exit the room.
Chapter 4: Claustrophobia
Stage 1:
On the wall, you will find the markings “1524334251”. Each digit pair is a coordinate, with the first letter being the column and the second being the row. Simply click on the floor tiles in this order, creating a diagonal line from the lower left to upper right, to unlock the door.
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Stage 2:
pick up the hammer on the lower left side of the room and the skull on the upper left corner. Combine these to create bone dust. Use the bone dust to make the markings on the left wall clearer. Simply follow the marked path from start to end, symbolized by circles, when you enter it in the control panel. The code is Right Down Down Right Right Up Right Right Down Down Left Down Down Right Right.
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Stage 3:
First, find the following items in the room – the gold and purple cog as well as the note from the skeleton; the blue cog, pipe, and hammer on the floor; and the red and green cog from the dead man. Combine the pipe and hammer and use this to get at the cog on the far wall. Go to the left wall and install the red cog (twelve gears and six teeth equals 18) on the upper left side and the black cog (with the hexagonal hole in it, with hexagon meaning 6) on the upper right side. For the middle lower space, combine the yellow and blue cog (as yellow and blue combines to form the color green) and place it in the hollow space. This will then cause the spikes to withdraw and the door to open.
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Stage 4:
This one’s a bit of a headache to solve, and some may argue as to the logical explanation to do this. In any case, the code in the panel is “8543”, which can either be due to binary conversion or by simply adding the numbers on the corresponding digits of the number 8421. However, these methods have certain exceptions that rule both techniques out. In any case, that’s the code to use.
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Stage 5:
Get all items in the room and dismantle the teddy bear. Eventually you will come up with matches, a water bottle, wrench, wool, and a green diamond. Combine the water bottle and the wool and use the wrench to open the pipe on the left wall, causing green smoke to come out. You will have to use the soaked wool to close the pipe up.
Light the candle in the center of the room and place the pipe over the candle. Place the green diamond on top of the pipe, after which the code “389465” would be revealed on the ceiling. Enter this code on the abacus type panel by pushing the top peg down for a five, and the number of lower pegs pushed up would designate the number of ones. The combination of the two would be the actual value for the digit. Thus, three bottom pegs pushed up is equal to three, while the top peg pushed down and three pegs pushed up is equal to eight. Complete the code and exit the room.
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Stage 6:
You will find yourself in a dark room, so make sure to set your device’s brightness setting to the maximum. Tap on the single dot to get the lighter, and feel across the area on the left to be able to light the candles. Collect the five bottles on the bottom of the screen, the pliers near the table, the plank of wood in the middle of the room, and the piece of paper on the typewriter.
Place the five bottles in the circle by the lower right side of the room in the orders red, yellow, green, blue, and purple, after which the pentagram will light up. Then, tap on the mummy by the corner and use the pliers to open its mouth. Collect the missing typewriter keys from within the mummy’s mouth.
Now, onto the codes. On the sheet of paper, the letters “H PH PH P P” could be seen, and “SOS” is scratched onto the piece of wood. By taking into consideration the missing keys, it can be deduced that whoever wrote those words wrote the word “HELP”. In the keys themselves, there are numbers, and by spelling out the word “HELP” via numbers, you will come up with the code “851216”. Use this code to disable the lock and exit the room.
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Stage 7:
Use the shovel on the corner of the room to uncover the four graves from which you would be able to collect four crosses. Put these crosses on the table in such a way that the diamonds align. From there, you must enter the right number combination on the access panel to unlock the door.
The clue here lies upon the bones within the graves and their corresponding tombstones. You can see that their hands and feet corresponds to the hands of a clock, and that the door has two similar skeletons. Subtract the time representations of each skeleton on the door, in this case 12:20 and 1:45 and you will come up with 10:35. Thus, “1035” is the code that you would use.
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Stage 8:
Get the fountain pen on the table and the screwdriver bit in the drawer. Dismantle the pen and combine the lid with the bit. Use this to open the fuse box by the corner of the room. Turn off the electricity and get the key by the water puddle.
Use the key to open the safe, and get the contents within the box, which are a roll of duct tape and a note. Use the duct tape to cover the exposed wire before turning on the electricity again.
Access the control panel. The hint here is on the calendar by the wall where the number 15 is encircled, as well as the note that says “RRUL DLLD UURR”. Simply follow the directions for each set, beginning at the 15 block, until you end up at the corresponding date. This will provide you with the code “9273” which you can then enter into the panel.
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Stage 9:
In the skeleton’s hand, you will find a portrait with the caption “A NEW SENSE OF LADY”. You will be able to see a photograph of the same lady on each wall, with the lady having a necklace with a different number of jewels on each one. On one wall, clearly marked with “N” for North, her necklace has seven jewels, adjacent to it (South), 4, on the top (East), 5, and on the bottom (West), 9. Take note that “NEW SENSE” uses only four letters corresponding to the four directions, and you can use the digits corresponding to the number of jewels contained in the painting off each wall to fill up the required numbers in the door access panel. The code, once solved, is “75945745”.
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Stage 10:
In order to escape this room, you would have to look at the room as a clock, with the left most wall, bearing the Roman numeral XXIV (24) as the top side of the clock, and the lit up planets as the hands. From there, it would be easy to interpret that the “clock” reads 8:15, so simply light up 8, 1, and 5 lights into the corresponding spaces of the access panel in order to open the door and escape the room.
So there you have it, hopefully this walkthrough is an assist in helping you get through the very challenging puzzles within Doors & Rooms, and hopefully you will be able to finish this dark, mysterious, and slightly disturbing game happy and content, as well as safe and sound, with our neat little tips and tricks.