
This is Part 3 of the complete Escape Simulator walkthrough — the Edgewood Mansion chapter (Victorian Collector / Victorian Escapist). Every code below is cross-verified across the three major community guides (the Steam 100% walkthrough by luckz & Lilly, the Walkthrough Wiki, and The Walkthrough King), with official details from the game's Steam page. Escape Simulator's rooms are hand-built and fixed, so these codes are the same in your game. Nothing is invented; for the arrange-by-eye steps the embedded video shows the exact positions fastest.
Edgewood Mansion
The mansion trades Egyptian glyphs for the parlour pseudo-sciences and parlour toys of the Victorian era, and the puzzles are genuinely themed around them. You'll work through a phrenology head (the debunked idea that skull bumps map to character), Rorschach ink-blot cards, a printed IQ test, butterfly wing symmetry, a gramophone that plays birdsong you match to numbered crow statues, a grandfather clock set by moon phase, time and weight order, real-world globe geography, doll-house window-counting, a little typewriter cipher (type 5397 and it prints back 2841), a spinning zoetrope, tarot arithmetic, an ouija board that spells VOID, the food chain, and paw-print counting. Read each prop and the “codes” turn into logic.
1. Brain Checkup
Take the key from behind the right sofa pillow and the newspaper. At the three-pendulum clock, use the newspaper and the pendulum symbols to set the top pendulum vertical (still), the middle to its full swing, and the bottom to a medium swing; a drawer opens with the IQ test.
Use the key on both bottom desk cupboards: take books 2 and 4 from the left and a hat from the right. The right-side desk lock takes the IQ test answers — 2323 — for the phrenology book. Grab book 3 from the desk top and book 1 from the top-right cupboard, read all four and count the little book symbols inside each; that gives the left-side desk lock 4477 (Rorschach cards inside).
Swing the right painting aside and open the wall safe with 295 (from the Rorschach cards) for the notes. Finally take the phrenology head from the top desk cupboard and, using the notes and phrenology book, press segments 6, 3, 5 and 9 for the exit key.
8 tokens: top-left of the exit door frame; under the ceiling light; left of the flower pot on the window ledge; in the soil of the larger floor pot; inside the hat; inside the ink bottle in the top desk cupboard; under the clock-puzzle drawer once it opens; and in the back of the safe.
2. The Library
Open the green book on the window ledge for a key, then unlock the matching green book on the far shelves; its highlighted letters spell DREAM. Through the lower-right cupboard you'll find a key on a string that opens the lower-left cupboard's box — enter DREAM to get the thermometer.
Read the desk papers about matching butterfly wings, collect the paintings numbered 2 and 8, and slot the middle row as 3, 8, 5, 7, 2 so adjacent wings match; the lock below opens with the same 38572 for two vinyl pieces and a crow statue (a third vinyl is in the drawers above).
Assemble the three vinyl pieces, play them on the gramophone and note the bird calls (hoot, caw, hoot, screech); match them to the numbered crow statues on the fireplace to open the lock beneath the gramophone with 9391. Light a match from the drawer, start the fireplace, heat the thermometer in it, then set the grandfather clock to a full moon, the time to midnight, and the three weights to middle, bottom, top (left to right).
Great Tower is easiest here — the library has over a hundred books to stack. 8 tokens: middle of the portrait above the fireplace; on the bricks at the top of the fireplace; on the wood above the desk; beneath the grandfather clock; behind the books in the top-left shelf next to the clock; on the back of the thermometer box; inside the gramophone horn; and behind the cabinet under the butterfly paintings.
3. The Attic
Read the desk letter and click the countries on the globe in order: China → USA → Brazil → South Africa → England for a light bulb. Count how many cranks each of the three Jack-in-the-Boxes needs to pop and open the toy box with 246 for the horse; grab the doll and plane from the cardboard box and the dog toy from the wall shelf.
Count the lit doll-house windows per floor to open the cabinet with 275 (a film reel and a lock box). The lock box reads 5397 on top with dials around the sides — feed paper into the typewriter and type 5397, and it prints back 2841; turn the lock-box dials to 2, 8, 4, 1 for the projector lens. A key behind the mirror opens the other desk drawer for a second film reel.
Build the projector (your light bulb, both film reels, the lens) and press play. Then match the family photo by placing the toys: Edward = plane, Daniel = horse, Victoria = dog, Lizzy = doll.
Level achievement — Writer: feed a sheet into the typewriter and fill the entire page. 8 tokens: in a lock-box drawer; inside the nested Babushka dolls at the bottom of the cabinet; on the side of the doll house; on the bottom of the desk clock; inside the purple Jack-in-the-Box; near the floor on the toy cabinet; inside a wall lamp by the typewriter; and on a ceiling beam near the exit.
4. Lost Spirits
Read the botany and incense books to brew the “psychic incense”: from the grinder compartment take a blue morning-bell flower (top-right) and a green mandragora leaf (bottom-left), grind some almonds, then drop the blue flower, green leaf and ground almonds into the glowing-coal pot in that order to reveal 249. The corner lock opens with 249 for a board piece and a zoetrope strip.
Find the three small mannequins (couch, a drawer, a corner table); they form numbers and carry letters A, B and C — read them as a three-digit code to open a drawer holding Mars and Jupiter (Saturn is in the top drawer, Earth on a corner table). Insert the four planets beneath the Hands of Cosmos statue, then click each hand at the spot shown by the planet positions and the palm drawings to earn a key.
That key opens the grinder lock (another board piece, a zoetrope strip, a tarot box and notes). Watch the corner zoetrope's three coloured strips for the numbers that open the lock beneath it with 863 for the third board piece. Now the tarot arithmetic: the Emperor (5), the Lovers + the High Priestess (6 + 2 = 8), the Fool (0), and the World − Wheel of Fortune − Strength (21 − 10 − 8 = 3) — open the last lock with 5803 for the final board piece. Slot all four pieces into the central-table ring, watch the candles light letters, and spell VOID.
Level achievement — Break Out: throw an object out of the window here. 8 tokens: under the table once it floats; behind the right palm drawing by the statue; under the wall lantern over the grinder; in one of the glowing windows outside; bottom-left of the painting/candles frame; next to the left sofa cushion; under the candelabra on the table; and stuck in the chandelier (shake it loose).
5. The Underground Lab
Read the red book and press the eyes it references on the eye panel — 1, 2, 3. On the clock, match the four butterfly positions to their container patterns: 3 o'clock Purple, 6 o'clock Purple, 9 o'clock Green, 12 o'clock Blue/Yellow for a key. Count the paw prints around the room and set the four animal dials to Zebra 3, Elephant 6, Deer 4, Lion 6, then flip the switch at the end of their cables for another key.
Read the zebra figurine's hoof numbers and green leg-stripes to open the lock beneath the clock with 5413 (a lock box and notes). Combine the notes into a picture and flip it: limbs (8), limbs touching the circle (6), limbs pointing left (3) — open the rat-man lock box with 863 for another key. Finally arrange five tiles in food-chain order — rose → fly → frog → snake → eagle — for the last key, and insert all five keys into the big lock.
Level achievement — Jack Beanstalk: look up the centre of the room and zoom in on the top of the beanstalk. Clearing all five rooms under 15 minutes earns Victorian Escapist; all 40 tokens earns Victorian Collector. 8 tokens: on the number 8 of the deer dial; in the lion figurine's teeth; among the leaves at the tree base; in the left rectangular plant pot (dig with the trowel); beneath the right end of the species shelf; just under the clock dial; on one of the purple butterflies; and on the lower hinge of the exit door.
Frequently asked questions
How does the typewriter cipher in The Attic work?
The lock box shows 5397 on top. Put a sheet of paper into the typewriter and type 5397; the machine prints back 2841. Turn the four lock-box dials to 2, 8, 4, 1 to release the projector lens.
What is the butterfly painting code in The Library?
Arrange the middle row so adjacent wings match — 3, 8, 5, 7, 2 — then open the lock crouched below with the same number, 38572.
What word do I spell on the ouija board in Lost Spirits?
VOID. After all four board pieces are in the central-table ring, the wall candles light up letters; use the table to spell V–O–I–D to finish the room.
What are the five keys in The Underground Lab?
One from the eye panel (press eyes 1-2-3), one from the butterfly clock, one from the paw-print dials (Zebra 3, Elephant 6, Deer 4, Lion 6 + switch), one from the rat-man lock box (5413 then 863), and one from the food-chain tiles (rose, fly, frog, snake, eagle). Insert all five into the big lock.
Where are the trickiest Mansion tokens?
The chandelier token in Lost Spirits (shake it loose), the one in the floor pot soil in The Underground Lab (dig with the trowel), and the one under the floating table in Lost Spirits — press Stay after solving to reach the ones that only appear at the end.
Next: Part 4 — Omega Corporation. You can find the game on its official Steam page.