2keysgames
Rupert's Adventures : Escape Charcoal Room Walkthrough   
TAME mode:
  1. Get the fork. Use it to pick the locks on all four handcuffs, then put the fork back.
  2. Pick up both sets of handcuffs, and the green bottle in the corner. Break the bottle by smashing it against the table.
  3. Click the stool to turn it upside down, then use both sets of handcuffs on the legs (the placement is a bit finicky, so keep trying). This forms a makeshift launchpad, which we'll be using for the rockets later.
  4. Click the launchpad to drag it over to the door. Turn right to see it again, then use the broken bottle on it. Our launchpad is now ready; time to put the first rocket together.
  5. Turn left again. Get the matches from the table, a bullet from among the cigarette butts, and another bullet from the hole in the wall.
  6. Turn left. Lift up the left pillow, then quickly grab the bullet from under it.
  7. Turn on the TV, then fiddle with the antennae until you get a picture. Wait for a red rocket to appear on the screen, then grab it.
  8. Examine one of the bullets in your inventory. Click it once to turn it on its side, then click the front and back sections to open the bullet and extract the gunpowder (you can see little bullseyes showing you where to click). Do this for all three bullets.
  9. Examine the rocket, and use all three piles of gunpowder on it.
  10. Turn left twice, and use the rocket on the launchpad.
  11. Turn left. Examine the matchbox in your inventory, open it, and take out a match. Use the match on the box to light it, then quickly use the lit match on the rocket's fuse. Kaboom #1!
  12. Turn right. You can see that the rocket made a small hole in the door; we need five more rockets to make a hole big enough to escape through.
  13. Get the bullet from the lower bend in the pipe.
  14. Click the upper section of the pipe, just below the other bullet. Keep clicking until the bullet falls off into the coal. Then move the coal out of the way until you find the bullet again, and pick it up.
  15. Turn right. Open the toilet, and throw the three empty bullets and the used match into the bowl; that frees up your inventory.
  16. Open the toilet tank, and get the bullet from inside.
  17. Turn right. Turn on the TV and get another rocket from it. Fill the rocket with gunpowder from the three bullets again.
  18. Turn right twice, and use the rocket on the launchpad. Turn left and light the fuse. Kaboom #2!
  19. Get the vodka bottle from the table, the three soda cans, and the shot glass. Examine the shot glass in your inventory, and click to turn it upside down.
  20. Turn left. Give the vodka bottle to the woman in the poster, and she'll get drunk and pass out. Turn left and right a few times until she reappears. Now give her all three soda cans, and she'll swallow their contents. Finally, click her right breast (her right, your left), and she'll open her mouth to reveal a bullet; get it.
  21. Lift up both pillows, then quickly pull off the blanket. Now you can look under the bed, so do so.
  22. Get a gold key from behind the bed's left leg, and a bullet from behind the right leg.
  23. Squash all the red bugs, then wait a few seconds. A gold bug will appear carrying a bullet. Get it, then trap the gold bug in the shot glass. Now zoom out from under the bed.
  24. Get another rocket from the TV.
  25. Turn left and dump the empty bullets and used match in the toilet.
  26. You have a rocket and three bullets, so I think you know what to do. Kaboom #3!
  27. Turn left and get another rocket.
  28. Click the right pillow to raise it, then quickly click the left side of the left pillow to push it under the right one. Now you can reach the grate above the bed.
  29. Get the bullet from the front of the grate. Then release the gold bug into the grate, and wait for him to (slooooowly) crawl up the shaft and knock the other bullet down to you. Get it.
  30. Turn left and dump your empty bullets and match in the toilet again.
  31. Click the toilet seat to climb on top of it, then get the bullet from the hole near the ceiling.
  32. Go launch the rocket as usual. Kaboom #4!
  33. Put the shot glass back on the table; we don't need it anymore.
  34. Turn left and get another rocket.
  35. Turn left and dump your empties in the toilet.
  36. Get the toilet paper, then get the bullet from behind it.
  37. Examine the toilet paper in your inventory, and get the bullet from inside it. Then put the paper back.
  38. Get the toilet brush and examine it. There's a small lump in the bristles; click it and it'll move to the right. Keep clicking it until it falls out, and you get another bullet. Then put the brush back.
  39. Rocket + 3 bullets = Kaboom #5!
  40. Turn left twice, and throw out your empties.
  41. Get the "Bulls and Cows" book, and read through it for an explanation of the game. Then put the book back.
  42. Turn left twice. Sift through the garbage six times, and a paper will rise to the top. Get it, and examine it.
  43. Now comes the hard part: cracking the safe code. The book tells you the basic method for cracking the code. Since the numbers change every time you play, I can't give you an exact walkthrough; however, I can show you how to solve one specific example, and you can use that to help solve your own. Be warned, this is a very long explanation.
    I'll use the following notation:

    white = unsolved
    green = bull
    blue = cow
    red = eliminated

    My initial grid is:
    2 3 8 4 6 5   2b 1c
    8 0 5 1 2 6   0b 2c
    0 9 6 2 1 7   2b 2c
    9 6 4 8 7 2   1b 3c
    9 6 5 1 0 2   0b 3c
    1 4 7 5 0 9   1b 3c
    9 3 7 6 0 4   1b 5c


    1. One thing that IS common every time you play, is that there will always be one row where the number of bulls and cows add up to six. What this means is that the six digits in that row are the ONLY digits that can appear in the final solution; the four digits NOT in that row can be eliminated anywhere they're found.

      In this case, it's row 7. We can see that the final result must contain digits 0, 3, 4, 6, 7, and 9. So the four remaining digits (1, 2, 5, and 8) can be eliminated. The grid now looks like this:

      2 3 8 4 6 5   2b 1c
      8 0 5 1 2 6   0b 2c
      0 9 6 2 1 7   2b 2c
      9 6 4 8 7 2   1b 3c
      9 6 5 1 0 2   0b 3c
      1 4 7 5 0 9   1b 3c
      9 3 7 6 0 4   1b 5c


    2. Next we look at row 5. It has zero bulls and three cows, and since there are only three choices left, they all must be cows. Row 2 is the same way; it has two cows and two remaining choices, so they both must be cows. Now the grid looks like this:

      2 3 8 4 6 5   2b 1c
      8 0 5 1 2 6   0b 2c
      0 9 6 2 1 7   2b 2c
      9 6 4 8 7 2   1b 3c
      9 6 5 1 0 2   0b 3c
      1 4 7 5 0 9   1b 3c
      9 3 7 6 0 4   1b 5c


    3. Since 9, 6, and 0 are cows in row 5, they must also be cows in other rows where they are in the same positions. So now the grid looks like this:

      2 3 8 4 6 5   2b 1c
      8 0 5 1 2 6   0b 2c
      0 9 6 2 1 7   2b 2c
      9 6 4 8 7 2   1b 3c
      9 6 5 1 0 2   0b 3c
      1 4 7 5 0 9   1b 3c
      9 3 7 6 0 4   1b 5c


    4. Our definite clues have now run dry, so we employ some "guess-and-check". This means we choose a row with only two remaining choices; pick one and assume it's the bull; and proceed from there until we either reach a solution or a contradiction. If we reach a contradiction, then our original assumption was wrong, and the other choice was right.

      In this case, we'll use row 4. It has two unassigned columns; one's a bull, the other's a cow. We'll assume digit 4 (the third column) is the bull, and go from there. So if 4 is the bull, that means three things. First, 7 is obviously a cow in that row. Second, since we can't have two different bulls in one column, the third column of every other row must be a cow (unless that column is also 4, in which case it's a bull there too). And third, every other column that 4 appears in, besides the third column, must be a cow.

      So now our grid looks like this:

      2 3 8 4 6 5   2b 1c
      8 0 5 1 2 6   0b 2c
      0 9 6 2 1 7   2b 2c
      9 6 4 8 7 2   1b 3c
      9 6 5 1 0 2   0b 3c
      1 4 7 5 0 9   1b 3c
      9 3 7 6 0 4   1b 5c


    5. Now we look at row 1. It has two bulls and one cow. Since it already has a cow, the two remaining digits must be bulls. After applying the same three rules as I did in the last step, we end up with the following grid:

      2 3 8 4 6 5   2b 1c
      8 0 5 1 2 6   0b 2c
      0 9 6 2 1 7   2b 2c
      9 6 4 8 7 2   1b 3c
      9 6 5 1 0 2   0b 3c
      1 4 7 5 0 9   1b 3c
      9 3 7 6 0 4   1b 5c


    6. Now we look at row 3; it has two cows and two bulls, and the two cows are taken, so the remaining two digits must be bulls. Likewise, row 6 has one bull, and one remaining digit, so it must be a bull.

      Now our grid looks like this:

      2 3 8 4 6 5   2b 1c
      8 0 5 1 2 6   0b 2c
      0 9 6 2 1 7   2b 2c
      9 6 4 8 7 2   1b 3c
      9 6 5 1 0 2   0b 3c
      1 4 7 5 0 9   1b 3c
      9 3 7 6 0 4   1b 5c


    7. BUT WAIT! There are two bulls in the sixth column! We've reached a contradiction, which means our original assumption must have been wrong. Time to hit the reset button. We'll restore the grid to the state it was in before we made our assumption, and this time we'll pick the other choice.

      After restoring, our grid once again looks like this:

      2 3 8 4 6 5   2b 1c
      8 0 5 1 2 6   0b 2c
      0 9 6 2 1 7   2b 2c
      9 6 4 8 7 2   1b 3c
      9 6 5 1 0 2   0b 3c
      1 4 7 5 0 9   1b 3c
      9 3 7 6 0 4   1b 5c


      So if row 4's bull isn't 4, it must be 7. So our grid now looks like this:

      2 3 8 4 6 5   2b 1c
      8 0 5 1 2 6   0b 2c
      0 9 6 2 1 7   2b 2c
      9 6 4 8 7 2   1b 3c
      9 6 5 1 0 2   0b 3c
      1 4 7 5 0 9   1b 3c
      9 3 7 6 0 4   1b 5c


    8. Next we look at row 1. Again, there are two bulls and two remaining digits, so they both must be bulls. Now the grid looks like this:

      2 3 8 4 6 5   2b 1c
      8 0 5 1 2 6   0b 2c
      0 9 6 2 1 7   2b 2c
      9 6 4 8 7 2   1b 3c
      9 6 5 1 0 2   0b 3c
      1 4 7 5 0 9   1b 3c
      9 3 7 6 0 4   1b 5c


    9. And finally, we look at rows 3 and 6. Once again, they have the same number of bulls as remaining digits, so the choice is clear:

      2 3 8 4 6 5   2b 1c
      8 0 5 1 2 6   0b 2c
      0 9 6 2 1 7   2b 2c
      9 6 4 8 7 2   1b 3c
      9 6 5 1 0 2   0b 3c
      1 4 7 5 0 9   1b 3c
      9 3 7 6 0 4   1b 5c


      Success! Our final code is: 036479.
    Whew! Now that that's over, on with the walkthrough.

  44. Click the two lower corners of the "Vito" poster to rip them, then click the left-middle and right-middle to rip them too. Finally, click the middle of the poster to rip off the bottom half, exposing the safe.
  45. Zoom in on the safe and enter the code you calculated. Then zoom out, and use the gold key on the lock to open the safe. Get a bullet and a blue key. (You can also get some money, but it doesn't help you.)
  46. Put the code sheet back in the garbage; you don't need it anymore.
  47. Turn left and get one last rocket from the TV.
  48. Turn left and climb up on the toilet seat again. Quickly use the blue key on the hole, then turn it.
  49. Turn left. The panel in the pipe is now unlocked, so open it. Get a bag of "coca flour" (i.e. cocaine), then look inside the pipe and get two more bullets.
  50. You know what to do; Kaboom #6!
  51. Turn right, and find that the six holes have made a circle. Click the center of the circle to push it out, making a hole big enough to escape through. We can't leave yet, though; there's one more thing to do.
  52. Turn right, and drop the cocaine in the toilet. Flush the toilet four times to make the bag go down the drain. Then turn left, go through the hole, and...
  53. YOU'RE OUT!!!

by MegaJar, USA


Differences between 3 game modes:

  1. EASY:
    • safecode is written as 6b0c
    • bottle of wine can be broken against all surfaces of the table
    • to reach the air-vent, all you have to do is stack the pillows
    • there is no final cartoon!
  2. TAME:
    • safecode can be figured out easily. there is an answer with all 6 digits which exist in safecode.
    • bottle of wine can be broken against all surfaces of the table
    • to reach air-vent, all you have to do is stack the pillows
  3. HARD:
    • to figure out safecode you must analyse only 5 answers. It's difficult but always has only 1 solution
    • bottle of wine can be broken against the right corner of the table only
    • to reach air-vent, stack the pillows and find right spots on the sheets and pillows, leaving dirty footprints
    • bonus: poster girl bares her breast after opening the safe

  Another Episodes:

Escape Library

Escape Pink Room

Escape Magenta Room

Escape Green Room

Escape Orange Room

Escape Turquoise Room

Escape Pear Room

Escape Ecru Room

Escape Chestnut Room

Escape Khaki Room

Escape Cosmic Latte Room

Escape Library Remake

Escape Pear Room 2009

Escape Razzmatazz Room

Escape Carmine Room

Escape Charcoal Room

Bertha's Escape Episode 1

Bertha's Escape Episode 2

Escape Slate Room

Bertha's Escape Episode 3

Escape Goldenrod Room

Twisted Lands

Ancient Figurine

Jewel Quest Mysteries

Visions of Gold

The Enchanted Canvases

Follow the Ghosts

Dungeon Map

Mystery of Another World

Hidden Expedition Everest

Hidden Expedition Titanic

Ruined House

Tales of Lagoona

Grim Tales: The Bride