"Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

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Tech Warrior
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"Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by Tech Warrior » Wed Jan 08, 2025 6:37 am

After more than three years of conceptualizing, designing, constructing, and playtesting, my most ambitious Wonderland puzzle is finally complete.

Introducing...
Escape from the Tabernacle

This is a full-on escape room experience done in Wonderland. If you've never done a real world escape room, the whole concept is that you're trapped inside a themed room and you must use the given clues and resources to find the way out. These puzzles are typically comprised of patterns, textual analysis, decrypting messages, and finding hidden items. They can incorporate math and logic, utilize sound and light in interesting ways as part of the solve. The idea behind an "escape room" is that you have to think critically about the space in which you are trapped, because everything inside the room has a purpose, even if it isn't immediately clear.

I always wanted to try and build an escape room inside Wonderland, and while I've already done levels that are quite close to escape rooms in concept (QFE's #151 "Sun Castle"), this one is the real deal. A complex interplay of riddles, technology, logic, and a detailed storyline set inside of the Morklin Foundation's newest museum exhibition, "Escape from the Tabernacle" will challenge your ability to analyze what's right in front of you.

------------

This project represents an idea I only ever theorized was possible within the confines of Wonderland game mechanics. And now it's actually in the game. This was a genuine pain to design, easily the hardest project I've taken on so far in Wonderland given its ambition - one I nearly gave up on several times. But not only did I refuse to give up - there was no compromise whatsoever. What you see and what you'll play is exactly the experience I first conceptualized more than three calendar years prior.

FUN FACTS if you're curious how ambitious this project was:
When it comes to just how much this level pushes the boundaries of what’s possible in Wonderland, consider that both the RTW engine’s object and surface limits were reached during its construction – I actually had to modify several parts due to exceeding these limits at several points. The board layout is 89x99, which makes it QFE's fourth-largest level by physical size, however it takes the cake as my densest level, even considering my many smaller but more packed levels. That’s thanks to both the aesthetic design and the mechanisms behind the scenes which utilize every single item in the game, and even still, more than 85 different hex-edited metatiles were required to construct everything within what was still a very limited space. The only reason this level doesn’t give you a MAV is because most hex tiles don’t add to the surface count – if they did, then I wouldn’t have been able to build this (don’t know what I mean? Check out THIS post which describes how surface counts work in RTW). As a matter of fact, this level was at one point so packed with stuff that I eventually got an exit MAV from the sheer amount of things the game had to process in the level at a single time (of course, this is no longer the case, but it was yet another major technical complication I had to deal with). I have more than 260 draft versions of this level throughout various stages of its development, which makes it the level with the most developmental versions in my arsenal.
A major thanks to Cadence for their Crumpet RTW editor – without it, I don’t think I would have been able to make this level happen.

Major thanks to Amnon who has been a significant help in testing this room. The current version is considered the release candidate, meaning that so long as no glaring issues still exist (or perhaps if something needs to be adjusted based on player feedback), it will be the final version.

VERY IMPORTANT: Please extract the 'tabernacletoo' folder into your CustomModels directory. This is critical in order to complete the solve.

CUSTOM MUSIC: I prepared a custom soundtrack specifically for this level to complete the escape room experience. You can download it from Mediafire HERE. Turn off the in-game music, keep sound on (important), and loop the soundtrack in the background.

You have one hour to ESCAPE FROM THE TABERNACLE. :twisted:
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Last edited by Tech Warrior on Wed Jan 08, 2025 6:57 am, edited 1 time in total.
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by Tech Warrior » Wed Jan 08, 2025 6:37 am

HINTS / ADDITIONAL CLUES

Initial prompts to help you get started:

1) You are told everything that needs to happen, and in what order exactly. Your job is to match the directions to the physical objects on the board.
2) Not all clues are textual. Some are visual and require you to think outside the box...
3) Every room, object, and action that takes place can be traced back to a label. If you consider the initial label which states that "we are still working on the audio/visual tour," you can piece together some context about the course of events that should take place on the board. You're inside a museum exhibition, so consider what the exhibition intends to showcase.
4) What is ACR if not the equivalent of an executable file?
Last edited by Tech Warrior on Mon Jan 27, 2025 5:32 am, edited 1 time in total.
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by mette » Wed Jan 08, 2025 9:54 am

This sounds like an interesting level to try out, I'll download and give it a go :)
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by Tech Warrior » Wed Jan 08, 2025 10:19 pm

Please enjoy :)

Also as a note to all players, if you find yourself stuck or entirely confused on what to look for, let me know either here or in a PM as my intention is to guide you through the solve as needed. In a real world escape room, a gamemaster's job is to do exactly this, providing you additional clues that can point you in the right direction without taking away the satisfaction that accompanies discovery. With only 20 labels available, the literature in the level itself is quite cryptic.

Happy escaping.
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by Wonderman109 » Fri Jan 17, 2025 5:55 pm

And another huge project completed! Nice work Tech Warrior

I can only imagine how laggy this must have gotten to design...hope it runs smoothly.
I can see how it's possible to make realistic escape room designs in RTW but the effort and object count definitely sounds painful.

IRL escape rooms bug me because I worry that something bad could happen and I'd be trapped inside :o
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by mette » Sat Jan 25, 2025 11:32 am

mette wrote:
Wed Jan 08, 2025 9:54 am
This sounds like an interesting level to try out, I'll download and give it a go :)
I haven't given up, but I have also not played yet - sorry :oops:
I started a new job and I have been completely busted in the evenings...
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by mette » Sun Jan 26, 2025 12:59 pm

I have given it a go now:
1. It's huge and looks impressive 8)
2. Nice touch with the soundtrack :D
3. I don't understand anything - I'm totally at a loss as to what to do :shock: :oops:
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by Tech Warrior » Mon Jan 27, 2025 5:31 am

Thanks for giving it an attempt. :) At first glance, it can be more than mildly daunting knowing where to start. Here are a few prompts to get the party started:
1) You are told everything that needs to happen, and in what order exactly. Your job is to match the directions to the physical objects on the board.
2) Not all clues are textual. Some are visual and require you to think outside the box...
3) Every room, object, and action that takes place can be traced back to a label. If you consider the initial label which states that "we are still working on the audio/visual tour," you can piece together some context about the course of events that should take place on the board. You're inside a museum exhibition, so consider what the exhibition intends to showcase.
4) What is ACR if not the equivalent of an executable file?
Okay, let me know if these are helpful. I will add these prompts to the second post.
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by mette » Sun Feb 23, 2025 12:19 pm

Apologies for taking so long to get back on this (work, work, work... :roll: )
Tech Warrior wrote: 3) If you consider the initial label which states that "we are still working on the audio/visual tour,"
Am I playing the correct level? I don't see any label stating this... :shock:
Tech Warrior wrote: 4) What is ACR if not the equivalent of an executable file?
Do I need programming skills/knowledge to solve this? I have no idea what ACR is...
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by Tech Warrior » Tue Mar 04, 2025 12:25 am

Oops, sorry for the delayed response, for some reason I didn't get a notification (or maybe I did and missed it?).

You'll find that first label in the area beyond the pink teleporter where the cluster of labels is located.

No programming skills needed - in fact, everything you need is within the level itself, save for one element that isn't necessary at this stage. ACR is defined somewhere within the labels, but to help move you along, it is: ACR = Acute Creativity Required, the title of the mechanism that starts the program. ACR is visualized in the area just east of Qookie's section with the cyan teleporter. Pay close attention to the details of its physical construction, including what's around it.

Worth noting is that you shouldn't think of this puzzle as solvable through Wonderland logic. You will need to decipher the puzzles in the text first which will guide your actions in the board itself. I think I will start posting more hints to this, but only if you and other players reach a complete dead end as those hints will start to spoil the features of the puzzle that have yet been unrevealed.
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by Tech Warrior » Tue Jul 01, 2025 12:37 am

FULL SOLUTION:


Finally got around to putting this together...

I may make a video at some point, but I figured I would go ahead and write up a guide on how to solve this level. Mostly because I have moved onto other things in life and rarely play Wonderland anymore. As this may end up being my final level, I would like its solution documented as it's kind of my magnum opus.

OBVIOUS SPOILERS! There are concepts at play in this level that will be immediately spoiled by reading this solution. The entire solution will be highlighted in WHITE. Please highlight each stage as you move along.

The following is the word-for-word anecdote presented in the level, which is a roadmap for solving it we will break down in each stage:
Tori left a description for her latest piece, which we are working on to suit the audio/visual tour. Everyone is accounted for, but we still have a few blanks to fill.

"When Amun-Ra was present, he was always by the Nile, but never with Anubis. To call him, a big offering would need to be made at his house. Both lived at the house, but only Anubis lived inside. If both Amun-Ra and Anubis were gone, they were likely searching for renewed reflections. So long as the source of the Nile flowed, Amun-Ra had chosen not to punish humanity.

Sekhmet, Ra's weapon, punished humanity in one of two ways - famine, or burning the trees to the ground by the fire of Ra's eye. In either case, no spirit except Seth's could survive.
Seth needed to confront the chaos serpent, Apep, to protect Ra when Sekhmet couldn't. He reigned victorious, but his jealousy against Osiris ran deep. Seth killed him to take over the throne.
Isis searched for Osiris's body, but never alone. Amun-Ra searched with Isis in the river where the red ferns meet. Mut figured the body was near the tomb coated with the finest onyx.
Bastet went for the cemetery, but only agreed to search if Isis promised preservation of the Nile's produce. The seasons changed five times during the search, but only Osiris knew when it ended.
Osiris's body was only in one of those places. Successful recovery meant Amun-Ra would open his home once more. Otherwise, Sirius would bring new vegetation near the Nile, but only during famine.
According to Tori, Osiris may still haunt humanity. To find out, one would need to first determine his relationship with S-"

We're sorry. This program has now closed.
There are five stages to the escape.

STAGE 1:

You are trapped inside of Tori's museum exhibition of a scene detailing the story of ancient Egypt. Tori's description outlines the sequence of events that needs to take place (this is the audio/visual tour). But you first need to start the program, which you are told is malfunctioning. Acute Creativity Required (ACR) is the mechanism used to start the program, visualized in Qookie's section, but first, you must clear all the pests on the board (clue located in the area with the link spheres). Your first moves are key here, as you need to manuever Stinky and Loof's shadow stinkers in the area northeast of Qookie to kill the Z-Bot. Next, the Z-Bot in Qookie's section must be killed. You need two characters to do this, as there is a ghost hidden in the fake wall north of the boulders. Use them to create a bridge, then wait for the ghost to blow up the kegs. You MUST use Loof to help Qookie, and this will be explained later.

STAGE 2:

Debugging ACR requires you to understand how it works. Note the Season Selector's nomenclature and how it is labeled, not with words but with scenery. Red = Pyramid (dry season). Green = Fern (wet season). Blue = Water (flood). Now, analyze the section east of the ACR mechanism. You'll see an area with conveyors pointing downward, next to which are these same scenery tiles. This is the default ACR sequence! The conveyors indicate the order you need to press them in (three seconds each). You MUST use Stinky to enter the Season Selector room, as you can only do so once. This is explained later. The sequence: Blue, Green, Red. Successful debugging of the system results in the white gate being opened, indicating that the program has started.

STAGE 3:

This is where the level's true challenge comes into play. You are told that ACR is malfunctioning and has a mind of its own choosing programs. Your job through discovery of the board's rules is to recognize that there are multiple different programs, one of which is randomly selected upon debugging ACR. The game changes on every restart, and if you were to never realize this, you would have no chance at solving the level. With each restart, you are intended to explore the different patterns of behavior that take place and connect the things happening on the board with Tori's anecdote and the clock.

Tori's anecdote actually tells you ALL the logic rules of every variation. Let's take a look at some visual things that happen when the white gate opens:

Take a look around. You will find ONE of the following things to be true: (1) Kabooms will be present in the pyramid at 11:00, or (2) Kabooms will be present in the pyramid at 5:00.

Now, let's look at the clue in the link sphere area, which gives you the following information: "11:00 = 1, 1:00 = 2, 2:00 = 3, 10:00 = 8. 1 = The source of the Nile."

Through visual analysis, you must deduce from this that the pyramids surrounding the board are numbers on a clock. 11:00 = 1 = Source of the Nile, so you know that if you see these Kabooms appear, it means that the Source of the Nile is active. What does this mean? According to the anecdote, it means that Sekhmet had chosen not to punish humanity. From this, you can deduce that Kabooms present at 5:00 suggest that the Source of the Nile is not present, and therefore Sekhmet is active in punishing humanity.

This is the start of your job assigning each clock point to an Egyptian god in the story, 1 through 8. Which gods appear determine the rules of the game being played. So far, you know that 11:00 = the Source of the Nile, and 5:00 = Sekhmet. Now, we need to decide what to do in each case.

IF the Source of the Nile is present, then you need to call Amun-Ra at the house. The "big offering" requested to do so is Shadow Stinker Qookie, which you need to manuever around the shadow stinker maze until she is closest to the bridge, at which point you can use the keg to kill her. You will notice that there is only one Qookie shadow, and this is intended as a visual indication that she is the one that must be sacrificed. Now, move Qookie around. IF Amun-Ra shows up, you will find him at 1:00 ("by the Nile"), and you can move to Stage 4.

Following the anecdote, if Amun-Ra is present, then Anubis is not and cannot be. But you are told he is in the house, so make sure you set up a route for Loof to safely enter to check. A coily will be killed inside, and you are now told that "all gods require a sacrifice, but one never does." Anubis requires the sacrifice of plasma boxes, of which there are two on the board. Destroy them, at which point you can check the clock to see if Anubis is active (coilies = 2:00 = Anubis). REMEMBER: Amun-Ra and Anubis are mutually exclusive; they can never show up together. So if Amun-Ra does show up, then having Loof enter the house is not necessary.

ANUBIS RULES: Note the clue by the large mushroom, which is dedicated to Anubis. "During his next visit, he requires the Nile's produce to fortify another one unlike the rest. Do note that he has been known to trample graves." Look around the board. Notice another one unlike the rest? That's right - the snow-covered tree. Remember that for later.

Anubis is not guaranteed to show up if Amun-Ra doesn't. IF neither Amun-Ra nor Anubis show up, you are told they are searching for renewed reflections. At the altar, simply sacrifice the reflector using the provided keg. This will toggle Stage 4.

IF the Source of the Nile is NOT present, this means Sekhmet is. So humanity needs to be punished in one of two ways according to the anecdote. To determine which, you need to send Loof into the Arena (this is why you need Stinky to be in the Season Selector, because he MUST stay there through Stage 5, and you don't initially know if the Arena is needed). No visit to Amun-Ra's house is required in this program.

THE ARENA: The clue preceding it is also a hint that tells you only 11:00 or 5:00 can be active at the program's start - "There is a 50% chance your imagination will manifest." You should "imagine" that you want to move the link spheres in the mosaic. This is when you will realize that the mosaic is more than decoration, but only 50% of the time. Trial and error is a necessary step here to connect the relationship between the Arena and 5:00 - that is, Sekhmet and the two possible puzzles at play here. IF the Arena is active, which is always the case if Sekhmet is active, either the green or blue link spheres will move with the boulder. Using Loof, you will treat the boulder in the Arena as the link sphere to solve the puzzle.

IF GREEN: This is the fire of Ra's eye, and you need to destroy the wooden boxes in the corners ("the trees"). In this program, you'll need to sacrifice the wooden box in the altar, as well. Successful destruction of all wooden boxes will toggle Stage 4.

IF BLUE: Famine. Fill the waters, drown all the blue spheres. Successful drowning of all blue spheres will toggle Stage 4.


STAGE 4:

Seth's revenge. EVERY variation in Stage 3 leads here, but the way you play is based on which gods show up in Stage 3. Let's analyze the anecdote.
"In either case, no spirit except Seth's could survive.
Seth needed to confront the chaos serpent, Apep, to protect Ra when Sekhmet couldn't. He reigned victorious, but his jealousy against Osiris ran deep. Seth killed him to take over the throne."


When Stage 4 begins, two things will happen: UFOs will start appearing on the board, and the pathway south of the three prisms near Amun-Ra's house will open, leading to an area with two pyramids - one surrounded by water, another surrounded by lava. The UFOs represent Seth, and you are told what he must do under different conditions.

IF SEKHMET is present (5:00): you destroyed either the boxes or the blue spheres. Now you must kill the rainbow spirits on the outer mosaic. To do so, enter the water pyramid and follow the course. The UFOs spawned in the corners will kill the spirits. Return back and you can move onto Stage 5.

IF the Source of the Nile is present (11:00): Ra must be protected, so Seth needs to battle Apep, the chaos serpent. Apep is represented by the Peegue fire shadows. Enter the lava pyramid and use the UFOs to kill all four shadows. Be careful not to kill all the UFOs. Return back and you can move onto Stage 5.


STAGE 5:

The search for Osiris's body. This stage is the most complicated because every combination of gods present on the board means a different puzzle is to be played. By the time you reach Stage 5, you will have played/restarted enough to have learned the rules of different gods. REMEMBER: You are not guaranteed to get the same level every time. This is part of the solve - you have to map out every sequence as you learn them to have a chance at eventually solving one of them.
"Isis searched for Osiris's body, but never alone. Amun-Ra searched with Isis in the river where the red ferns meet. Mut figured the body was near the tomb coated with the finest onyx.
Bastet went for the cemetery, but only agreed to search if Isis promised preservation of the Nile's produce. The seasons changed five times during the search, but only Osiris knew when it ended.
Osiris's body was only in one of those places. Successful recovery meant Amun-Ra would open his home once more. Otherwise, Sirius would bring new vegetation near the Nile, but only during famine.
According to Tori, Osiris may still haunt humanity. To find out, one would need to first determine his relationship with S-"


Let's break down a few rules here. If Isis shows up on the board, she MUST do so with either Amun-Ra, Bastet, or Mut. Now, refer to the rest of the clue in the link sphere section: "Mut is to red as Bastet is to yellow." This is intentionally misleading. It has nothing to do with the link spheres, but rather the chompers.

ONE of the following cases will be true at the start of Stage 5:

ISIS + MUT - the pyramid at 10:00 will spawn broken z-bots, and the pyramid at 7:00 will spawn red chompers
ISIS + BASTET - the pyramid at 10:00 will spawn broken z-bots, and the pyramid at 8:00 will spawn yellow chompers
ISIS + AMUN-RA - the pyramid at 10:00 will spawn broken z-bots ONLY if Amun-Ra is present (shadow Qookie present at 1:00)
ISIS NOT PRESENT - if neither Mut, Bastet, or Amun-Ra are selected by ACR, or if Amun-Ra is selected but Isis is not, then Isis will not initiate the search for Osiris's body

Let's recap the zodiac clock as you will have learned it:

1 (11:00) - Source of the Nile
2 (1:00) - Amun-Ra
3 (2:00) - Anubis
4 (4:00) - ???
5 (5:00) - Sekhmet
6 (7:00) - Mut
7 (8:00) - Bastet
8 (10:00) - Isis


The key to deducing 4 is in the very last part of the anecdote, which you are intended to deduce is Osiris by process of elimination as "everyone is accounted for" according to Tori, and we've already found everyone else. We'll come back to Osiris in a minute.

Let's break down what we know about each possible sequence:

Amun-Ra searches with Isis near the river. Mut searches with Isis near the tomb with the finest onyx (prism room). Bastet searches with Isis in the cemetery (black teleporter). Inspect these areas. Notice any patterns? The sequence of the five seasons is given in the same manner as ACR's default sequence, with the fifth tile unknown. But, the correct sequence is different depending on where the search takes place. Search the areas visually and you will find each sequence laid out in plain sight.

So, we can see that:

IF Isis + Amun-Ra: River sequence - Blue, Green, Red, Blue, ???
IF Isis + Bastet: Cemetery sequence - Red, Blue, Green, Red, ???
IF Isis + Mut: Onyx tomb sequence - Green, Blue, Red, Blue, ???

If you get one of these programs, you will now use Stinky to execute the correct order of seasons (remember, three seconds on each button). To determine the final season, you will either need to guess through a max of two attempts at that sequence (remember, if you get it wrong, you have to restart and will likely end up in a different program - this is why charting the sequences on paper is actually an intended part of the solve) or you need to ask Osiris. Before we talk about Osiris, let's look at what will happen upon the successful execution of the season sequence.

ISIS + AMUN-RA - Sphere/boulder puzzle to bridge to the cemetery through black teleporter, sinking all link spheres (famine). Yellow spheres will open pathway across the Nile. To access it, you need to extract four prisms from the tomb - two to bridge by the blue teleporter, then use the free boulder + prism to bridge to the trampoline north of Qookie's initial section (where the z-bot sits at the start of the level). You'll use the fourth prism to direct yellow spheres across the Nile. Look for the hidden wall northwest of the two conveyor example areas. All exit.

ISIS + BASTET - Sphere/boulder puzzle to bridge to the cemetery through black teleporter, BUT you MUST not sacrifice both red or yellow spheres ("preservation of the Nile's produce"). The gate behind Amun-Ra's house will open, because this is where Osiris's body is buried.

The clue in the garden is key here: it tells you that Tori experienced a connection with Osiris, disguising it as a number. Analyze the mosaic - do you notice a pattern? There are twelve ghosts and twelve boulders in each quadrant, and twelve graves in the cemetery. This is how you are intended to deduce that Osiris's body is in the cemetery, and because this is where Isis and Bastet search, this lends to Amun-Ra opening the exit behind his house. This is also how you determine that Mut's and Amun-Ra's searches require the sinking of all link spheres ("Otherwise, Sirius would bring new vegetation near the Nile, but only during famine").

Four prisms to be extracted: two to bridge into shadow stinker arena, then two to bridge into the house (use them to kill additional shadow stinkers by running them across the ice). All exit.

ISIS + MUT - Sphere/boulder puzzle to bridge to the cemetery through black teleporter, sinking all link spheres (famine). Red spheres will open pathway to the Nile. To access it, extract four prisms from the tomb: two to create bridge at blue teleporter, then boulder + prism to the red sphere path. All exit.

IF ISIS DOES NOT SHOW UP - No season selector puzzle required, no bridge to the cemetery required. A hidden entrance by the black teleporter will open, but immediately will become blocked by a boulder. Two link spheres to be used to free Loof's shadow stinker (you'll need to use other boxes and boulders to get them there). Use Loof's shadow to blow up the keg hidden in the wall next to the boulder. All exit through newly opened pathway.

IF ANUBIS IS PRESENT - The rules for all above sequences remain, but there is an additional condition. A glitched transporter will be pushed along the tile row directly south of the black teleporter in the cemetery, creating a line of trampolines. This changes your moves in every variation where Anubis is present because it allows you to access the cemetery without a bridge, but it will make the sequence of rooms one-way.

A bridge must be built with either the spheres (if Bastet or Mut) or prisms (If Isis doesn't show) at the snow-covered tree using the new trampoline which negates the need to use them at the black teleporter. This will remove the plasma box that will block the exit if Anubis shows up in Stage 3.

All combinations above still apply and are solvable, with slightly different moves. But make no mistake, Anubis's variants are the most difficult versions of the level because every combination requires you to think differently about how you're moving the prisms/spheres, stinkers, etc. In my testing, I found some of these solutions to be wildly different from the normal counterparts. Have fun.

Congratulations! These are the solutions to every variation of the board, except one... Osiris...

HOW TO SUMMON OSIRIS:

Osiris shows up if three conditions are met: (1) Sekhmet must be active, (2) the blue spheres must be in play, and (3) ACR must select it (50/50 chance). As such, his variant is rare, but you will need to encounter his sequence at least once in order to get the answer to the final season required in all three season sequences (unless you guess, which would only require two attempts in each program). You will find him represented by Stinky's fire shadows spawning at 4:00 in Stage 4 if all are true.

If Osiris is active, no other sequence will work. He has a special puzzle independent of Tori's anecdote.

When Osiris haunts the board, the Season Selector will malfunction and a message will begin translating in Morse Code through the green button. Decoding this message will spell "BURIED," indicating Osiris's body to be located in the cemetery. Simultaneously, you will notice two new blue link spheres appear on the ice rink next to ACR.

You need to use the regular red/yellow spheres to bridge to the cemetery through the black teleporter. Then, use prisms to direct one of the blue spheres to the TOP of the cemetery, positioning one prism on the tile directly north of the grave third from the left, sinking the sphere into the water south of the top-most ice tile. THIS IS A TRICK TILE, because an invisible boulder is already in the water. Once sunk, a ghost will emerge from the wall. Wait for him to travel to the green teleporter, where he will blow up hidden kegs revealing a passageway behind the green teleporter.

You now have access to the conveyor button room. This button stops all conveyors and breaks the entire game. Press it. Now, the sign gives you the final season needed for each sequence: Amun-Ra - Red, Bastet - Blue, Mut - Green. Write them down on your charts. Now, you can still solve the level at this point, as Osiris gives you special instructions for his sequence. Two sticky cubes will appear in the tomb. Use them to kill every shadow at Amun-Ra's house, then exit through the hidden passage that will open to the Nile.


I believe that covers the entire level and every clue, and I hope this serves as a comprehensive outline that both (1) explains the concepts/solve process required, and (2) guides you along the escape route should you choose to attempt solving it. This solution is not a step-by-step guide on the specific moves you need to make - that would be a much, much longer guide based on the concepts at play here. So really, you would still need to figure out the Wonderland-game part on your own even after reading this solution. Rather, this guide outlines the logic rules of the board, which you need to execute in order to escape. This is by far my hardest level and the most difficult puzzle I have ever designed, but it was also one of the most rewarding.

Any questions or additional help needed, please ask.
Quest for the Five Elements - a 195-level RTW expansion pack
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Jutomi
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Re: "Escape from the Tabernacle" - a RTW Escape Room (Release Candidate)

Post by Jutomi » Tue Jul 01, 2025 3:14 am

Hey, Tech Warrior; thanks for this solution.

I haven't gotten around to trying it myself yet - and it may be a while before I do - but it looks like a pretty imposing level :lol: (And looking at the size of the spoilered solution, it is probably :shock: ) I'll try to see if I could give this a go myself, but I'll probably end up referring to this if ever I get to it. Thanks :)

~Jutomi
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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