Escape Simulator: Adrift in Space Walkthrough — All Codes & 40 Tokens

A highly interactive, prop-filled escape room in Escape Simulator
A hands-on, prop-filled room in Escape Simulator
Official Escape Simulator screenshot. The exact puzzle solutions for Adrift in Space are shown in the embedded video below.

This is Part 2 of the complete Escape Simulator walkthrough — the Adrift in Space chapter. Every code and token below is cross-verified across the major community guides (the Steam 100% walkthrough by luckz & Lilly, the Walkthrough Wiki, and The Walkthrough King). Escape Simulator's rooms are fixed, so these codes match your game exactly. Nothing is invented; for the build-the-pattern puzzles the embedded video shows the positions fastest. New here? Start with Part 1 (controls, achievements & Egypt).


Adrift in Space

The space station is the game's most “applied science” chapter. You restore gravity, repair drones, mix real chemicals, manage fuses so a circuit totals the right voltage, and route fuel pipes. Two puzzles teach genuine notation: a binary keycard (each switch is a 0 or a 1) and the periodic table, where the element numbers 8-10-90-75-99-119 read as the symbols O-Ne-Th-Re-S-Ix — “one-three-six.” Once you see the system behind each panel, the codes stop feeling random.

Fredericma45 Gaming's complete Adrift in Space run with all 40 tokens. For the fabricator crystal/coolant grids and the Space Walk pipe routing, the video is the fastest reference.

1. Emergency Awakening

You wake in zero gravity. Collect the three floating mugs (keep them safe for an achievement), read the tablet about gravity loss, then break the glass panel for the wrench and open the floor panel. Spin the dial to connect A, B, C and F, then pull the handle to restore gravity.

Search the desk and sofa for two batteries; the high lockers hold a Robotoy (take its working battery) and a toolbox with a triangular tool. Turn on the projectors to learn the dog's name is Odin, note the toy rocket marked 7 and the orbital-racing trophy. On the big computer, press the three buttons matching those objects, go to Settings and press the door button 5 times, then use the triangular tool to open the door panel and insert all 3 batteries → green button.

Achievements: finish with all three mugs intact (hide them in the bin or your inventory) for Holy Mug; zoom on the sun for Don't Look at The Sun!; put the fresh battery in the Robotoy and press power a few times for Mystic Toy.

8 tokens: in the bottom corner light between bed and sofa; on a badge over the left end of the bed; inside a sheet in a high locker; on the left of the shutters (close them via the computer); in the tall cupboard's handle; on the front of the cap; behind the trash can; behind the pot plant.

2. Hallway Accident

Use the fingerprint reader for the cupboard (panel-removal tool, drone recipes, a read/write keycard, connector pins). Lift every floor panel to grab more pins and metal pieces, turn the blue valve, cut the power, fix the red wiring with four connectors, and restore power. At the metal replicator, build the two drone parts:

  • Cone: Solid ×4, Hollow ×1, Solid ×4.
  • Thruster: Hollow ×1, Half-Half ×8.

Fit both to the drone, fire its laser to cut the beams blocking both doors, then at the card programmer piece together the two damaged blue cards and set the red read/write card to:

0 1 1
1 0 0
0 1 1

Use the card at the exit reader and press the fingerprint pad.

8 tokens: on the drone's back; on the back of a floor panel; behind the cables above the power box; on a cable hanging near the timer; on the lower-right cupboard wall; in the bottom and top of the metal-replicator opening (after both drone parts); and on the floor of the malfunctioning door once the laser clears it.

3. The Lab

Collect three molecular models and the tablet. The sink keypad wants the odd-one-out atom counts for red, white and blue → 233. Take the blowtorch and burn off the two low vents. The controller's back reads 8-10-90-75-99-119; on the periodic table that spells O-Ne-Th-Re-S-Ix, so enter 136 to unlock it.

Drive the robot through a vent into a table leg, reach a nitrogen canister through the other vent, and gather helium, sodium hydroxide and a soda can. In the chemical combiner, mix sodium hydroxide + aluminium (soda can) = sodium aluminate. At the fabricator, make a crystal (sodium aluminate + nitrogen) then a coolant (helium), recreating each symbol grid — the exact grids are clearest on the video. Insert coolant into the lower port, lock the upper section, insert the crystal, and the doors open.

Achievements: drop the used blowtorch in the sink and run the water for Safety Precautions; collect the doughnut while wearing the yellow character skin for D'oh!

8 tokens: under the movable chair; behind the fabricator; above the right of the periodic table; under the hand sanitizer; in the bottom-left cupboard; in the robot tunnel; just inside the other room through the low vent; and on the back of a high vent after the blowtorch.

4. Decompression Chamber

Take the tablets and fuses, slot two 15-fuses into the service panel, and read the safety rules. Open the locked drawer with 384 (the three things you shouldn't do, matched to the Safety Rules numbers) for a display and toolbox. The space-suit keypad reminder uses the temperature 19.54 on the Stargazer 28 → enter 2485. Attach the helmet, display, tether and tool-bag, unscrew the panel above the suit, and rebuild the fuses to total 90 (remove the broken 45 and one 15; insert a 20, the 25 and the 30). Put the suit on, then return the 25-fuse to the exit hatch panel.

Use the octagonal tool on the wall pressure panel and program both gauges into the green: 2 double waves, 3 crosses, 2 single waves. Pull the exit handle.

8 tokens: beneath where the suit hung; top-right of the two-fuse service panel; on the back of the toolbox; in the low compartment of the Safety Rules locker; in the gas-bottle holder right of the suit keypad; on the vent corner above the exit hatch; on the end of the bench seats; and at the bottom right of the Ship Terminal status panel.

5. Space Walk

Facing the sun, open the bottom-left drawer, flip the tablet for a code, and enter 1531 on the left keypad for three pipe segments. The worn buttons on the right keypad, in ascending order, give 2357 for the laser source. Pull the E1/E2 handles and connect both wire sets in the order blue, red, yellow, green.

Use the crane to drop the red battery, open its top segment, insert the laser source, and crane it back into the engine. Read the hatch sensors, set the fuel-tank monitor to 4, 6, 2, then at the hatch grid unlock hatches with B04 and C06. Lift the four floor panels and run pipe from the fuel tank straight across panels B and A to E1, with a T-piece sending flow from A to C to E2. Pull the exit handle. Finishing all five rooms under 15 minutes each earns Space Escapist; all 40 tokens earns Space Collector.

8 tokens: near the pipes at Panel D after code C06; floating left of the sun; on the fuel pipes if you turn right from the sun; under the crane arm; left of the E1 panel; on the back of the crane control unit; under the red pipe by the active fuel-tank monitor; and inside the “8” of the PSS-28 Stargazer sign.



Frequently asked questions

What are the Adrift in Space codes?

The fixed ones are: gravity wheel A-B-C-F; lab sink 233 and controller 136; decompression drawer 384 and space-suit 2485 (fuses to total 90); Space Walk left keypad 1531, right keypad 2357, fuel-tank 4, 6, 2, hatches B04 and C06.

How does the periodic-table code work?

The controller in The Lab shows 8-10-90-75-99-119. Those are atomic numbers: 8 = O, 10 = Ne, 90 = Th, 75 = Re, 99 = Es… read as letters they spell “O-Ne-Th-Re-S-Ix” — one, three, six — so the code is 136.

How do I get the Holy Mug achievement?

In Emergency Awakening, don't let any of the three floating mugs break. The safest method is to stash all three in the trash bin (or your inventory) before you restore gravity, or simply restore gravity quickly without knocking them into anything. It unlocks on level completion.

Can the drone parts be made in fewer steps?

Yes — the cone (Solid ×4, Hollow ×1, Solid ×4) and thruster (Hollow ×1, Half-Half ×8) can each be programmed in two cycles, and doing so reveals a token under their spawn point.

Next: Part 3 — Edgewood Mansion. The game is on its official Steam page.