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In the Footsteps of Simeon Meade
Escape from Kilmainham Gaol Part I: The Cell WALKTHROUGH - Look at the panel in the door - You see an '8' embossed in the metal - Look through peephole - Get used to focus feature - - When the cursor is centered vertically, the image is clear. Moving the mouse up or down makes it blurry - - Moving the mouse left and right pans the view of the wall on the other side of the corridor - - Notice the numbers on the wall - - - "...7" and "93.." - - - They seem to correspond to the numbers of the cells on the other side of the corridor - Back up and click the panel in the upper right - You need to open the panel by pushing some of the rivets holding it in place - - There are only 3 you need to push - - Thinking of the directions on a compass, the order is East, South, East - The panel opens and you see a 3x3 grid of numbers - Click them to see that the numbers go from 1 through 9 - Back up and turn around - Look at the bench - - It is carved with numbers, all in pairs, all inside of simple grids - - - This must be the clue to the number/grid puzzle next to the door - - The numbers are all between 1 and 9 inclusive. - - Vertical strokes mean 1, 4 strokes with a diagonal line through them mean 5 - - The numbers in the 2x3 grids show you where those numbers appear in the final 3x3 grid, with 2 possibilities - - - eg. The first pair of numbers looks like: 1|_ _|_ |7 Which could mean either: 1|_|_ _|_|_ |7| or _|1|_ _|_|_ | |7 By looking at all the pairs you should be able to come up with the final answer: 158 234 679 - Turn around and enter the numbers - The panel drops a bit and a handle appears, pull the handle - Now you see some metal pins and wooden blocks. They all slide, the pins horizontally and the blocks vertically - Move them around and you see they are concealing the backside of the combination lock - Back up and turn around - Click the little black doohicky in the lower left - It conceals a 2-page note from Simeon Meade. - Click the lower right corner of the note to get to page 2 - - The only part of the note that has bearing on the game play is the part that says "the combination for the lock is the cell number" - - - So you know you are looking for the number of your cell - - - The combination lock takes 4 digits - - You saw some numbers in the hallway - - Assuming the cells are numbered in order, the cel across from you is #...7 and your cell is #...8 - - The cell nearby begins with #93.. - - - So you just need one other digit - Click the black box near the ceiling - Open it - It is a fusebox with three settings: light, door, and alarm - - Pulling the fuse out of the 'light' socket makes everything dark - - The 'door' socket doesn't seem to do anything - - The 'alarm' switch causes a pulsing yellow glow - - - Maybe this is enough extra light to see the other numbers in the hallway? - Turn around and look through the peephole - - You can see both numbers better now: '..47' and '934.' - - - So your cell number must be #9348 - Enter the cell number into the combination lock (- You may want to first return the fuse to the 'light' socket) - - But, you're looking at it backward, so you have to enter the digits in reverse order - - A handle appears, but it doesn't do anything - Return to the fusebox and put the fuse in the 'door' socket - Go back to the panel and click the handle The door is now open |