Escape Simulator: All 8 Extra Rooms Walkthrough & Tokens

A detailed, prop-filled themed room in Escape Simulator
One of Escape Simulator's richly themed bonus rooms
Official Escape Simulator screenshot. The eight free Extra rooms each have their own theme; the exact solutions are shown in the linked videos.

This is Part 5 of the complete Escape Simulator walkthrough series, covering the eight free Extra rooms. Every code below is cross-checked across the Steam 100% guide (luckz & Lilly), the Walkthrough Wiki and The Walkthrough King, with official details from the game's Steam page. The rooms are hand-built and fixed, so the codes are the same in your game; for the long “arrange it by eye” finales (Leonardo's sliding puzzle, Inked's mirror grids) the videos are the fastest reference. Nothing is invented.


The Extra Rooms

Pine Studio added eight free bonus rooms on top of the four base chapters, and they're some of the most inventive content in the game: a North-Pole toy workshop, a spooky Graveyard, a time-travel lab (Cats in Time), a groovy 70's Room, Leonardo's Workshop full of da Vinci inventions, a Treasure Island, a noir Detective's Office, and the surreal ink-world of Inked. Along the way you'll use a real compass and pacing to triangulate dig sites, develop photographs with real darkroom chemistry, and match genuine Florentine architects to their buildings. Each room hides 8 tokens.

Bartattack's full Cats in Time run with all 8 tokens. For the other seven Extra rooms, the channels Bartattack and Fredericma45 Gaming each have a matching “+ All Tokens” video.

Santa's Workshop

Look through the telescope and note the four star directions, then unlock the Quality Assurance station by rotating its stars the same way (up-left, down-left, straight-down, straight-down). Press the mailbox button three times to read three letters, each asking for a toy.

  • Robyn's train: arrange locomotive, passenger wagon, wood wagon, coal wagon left-to-right on the desk, box it and send it up the QA station.
  • The plush bear: the two tree drawings on the wall tell you which colored desk drawers to pull. Both top drawers open — take the paper overlay and the needle & thread. Lay the overlay on the typed letter to highlight x04 and 5w2, which the wall note decodes as the teddy bear; repair it and QA it.
  • The rocking pony & the key: use the blueprint on the Toy Maker grid, QA the pony, then make the exit key on the same Toy Maker per its framed blueprint.

8 tokens: on a green present above the door; in the workbench vise (open it with the handle); left of the mailbox; on the back of a plain locomotive; in the mouse hole (open the door and set cheese in front); in the back of the top-left desk drawer; in the small Christmas tree; and in the QA machine after sending a gingerbread man up.

Graveyard

Turn the three discs on the acolyte statue to raise it and take the magic wand; pick up the spell book at the altar. Draw the inverted Create Fog shape to clear the ground fog, and learn the Rain and Full Moon shapes for later. Collect four stone slabs (Bat, Potion, Feather, Cards) and place them in the box in order Cards, Feather, Bat, Potion to get a bone, witch hat and candy bowl. Now set each gravestone's date:

  • Born 761, the distant tree shows 3 and 8 → 799.
  • The fly tally on the gargoyle's web → 765.
  • Count each candy in your bowl → 1662.
  • Bone (9) on the angry pumpkin, witch hat (2) on the sad one, full moon (84) on the happy one → enter 92 and 84.

The raised gargoyle reveals a paper; match the four ghosts' features (hat, hair, accessory) to it, then take the gate key.

8 tokens: on the acolyte's chest; in the lantern left of the acolyte; right of the gargoyle's stand; in the vines left of the exit; in the broken plaque corner; in the corner vase (while it's raining); under the owl's wings when it spreads them; and inside a lantern candle (melt it from a lit one).

Cats in Time

A two-stage time-travel room. Stage 1 charges the time machine with three batteries:

  • Set the wall clock to 1:15 (the diary), copy the alarm-clock pattern, take battery 1/3.
  • Set the sink to 34.8°C (the Magic of Numbers Fibonacci hint), drag the cupboard handles to match the mirror, open the safe with 4-11-29 (the Lucas sequence), take battery 2/3.
  • Match the circular gauges to the hidden device, scan the small plant in the bio-scanner for 3026, take battery 3/3.
  • Open the desk computer with 5141 (October's circled calendar numbers), switch the lamp to infra-blue to reveal 6255 on the blackboard, copy the light pattern onto the tall cabinet, fit the sync chip, set the time machine to 1921 and press the red button.

Stage 2 re-charges the three drained batteries: Franklin's kite (lightning), the space-door plant extraction (root, stem, leaves, then Charge), and the prism/mirror light puzzle. Re-insert all three and press the red button to finish.

8 tokens: on the left window of the large space door; on the underside of the open garage door (look up); inside the battery locker; inside the small wooden toolbox; behind the spinning fan (stop it with a screwdriver); on the cat plushy's collar; in the top-right of the Franklin's-Kite painting; and next to the right rotating mirror.

70's Room

Open the cabinet under the cassette player using the carpet's paired symbols, then read the four records (price + finger count). Up in the kitchen, the “Cheap → Expensive” drawer opens with 5124. Collect the four cassettes:

  • Dial the rotary phone 225563 (“CALLME” from the cereal box + wall art) → cassette 1.
  • Plug in the TV, play the cartridge game and win → cassette 2.
  • Read the lava-lamp bubbles for 635 → cassette 3.
  • Run the calculator sums (3+8, 33×2-4, 6888÷123), then score the dartboard so yellow = 107 and blue = 97 → cassette 4.

Insert all four cassettes, watch the disco-ball light, and press the buttons it indicates: Telephone, Clock, Cherries, Dartboard. Take the door key.

8 tokens: in the neon Cocktails sign; in a small wall picture; in the dartboard sketch's bullseye; inside the blue cocktail (break the glass); on the Polaroid photo after pressing the camera; on the bottom of the medium elephant statue; inside the ball from the fishbowl dial; and on the win screen of the hidden Invasion game (cartridge between the right sofa cushions).

Leonardo's Workshop

Slot three stone plates over the fireplace, watch the hourglasses empty, and slide the blocks to that order (2-1-3-4-3) to reveal the hammer, file and polisher. Work the unfinished carving (5 hammer, 4 file, 3 polish) to reveal 592 for the sculptor's key. Read the bureau's sphere viewer to open the chest with 85253, then mirror the cannon's damage pattern. Build the fighting-vehicle (spokes top/top-left/bottom-left/bottom-right, three gears) for another key. Mix paints — star = red, heart = blue, flower = brown, moon = green — then count hearts 5, flowers 3, moons 1, stars 6 for 5316. Set the anatomy rulers to head (25, 15), body (15, 13.5), legs (2.5, 5) for the last key. Finally match the four buildings to their architects (The Duomo – Brunelleschi; Palazzo Uffizi – Vasari; Palazzo Vecchio – Arnolfo di Cambio; Santo Spirito – Manetti) and take the door key.

8 tokens: one is grabbed from a secret compartment by the large dome while the model building is up (it disappears after); inside the bookshelf stone (hammer it); behind the large chest; under the skull above the chest; on the back of the easel; under the largest floor stone right of the carving; at the top corner of the sliding-ruler painting; and under the flying-machine model atop the bureau.

Treasure Island

Pick up a shovel and the half-map, dig at the X for a chest with the second map fragment, then dig by the anchor for a medallion and paper. Use the octagonal pathfinder to find the six stone sigils by sighting through holed rocks and pacing the directions on the paper, then set the sixth sigil's teeth to match the pattern of the first five for the cursed compass and a medallion. Follow the cursed compass to four cursed crystals, insert them, and dig where it points for the final medallion. Insert the four medallions by the riddle (keys top-left, compass top-right, anchor bottom-left, diamond bottom-right), take the steering wheel and fit it behind the waterfall. Open the sheltered chest with 863 (flowers of 8, 6, 3 petals), set the lockbox to North = skull, East = mermaid, South = shark, West = octopus for the iron key, and assemble the four rope-tiles for the golden key. Use both keys behind the waterfall.

8 tokens: on the shark's fin; in a broken bucket in the water; under the coins behind the waterfall; buried behind the combination chest; among the red flowers below the high platform; on the sheltered cave ceiling; on the wandering hermit crab's shell; and inside the dry coconut (smash it on a rock).

Detective's Office

Open the ten filing-cabinet drawers in numerical order to unlock drawer 10; take the notepad and pins, place pins at map positions A, D, F, and pull the handle for the first phone-number fragment (71). Dust the nunchaku and brass knuckles to find matching prints, sum their tags for 757 → fragment 49. Lift the door mat for the floor safe and open it with 5329 (the re-ordered certificate numbers); tune the corner safe's dials to the radio stations (comedy 50, broadcast 130, music 80) for the dark-room key. In the dark room, develop two photos (the C6H6O2 + Na2S2O3 chemistry), order them by time, and read the lockbox symbols for fragment 81. Identify the two cars in the brochures to open the last lockbox 3514 → fragment 635. Dial 71-49-81-635 on the desk phone and take the exit key.

8 tokens: inside the desk name plate; on the ceiling fan; on the carpet under the desk; in the middle filing drawer (after opening all but #10); under the trophy shelf; under a loose floorboard beneath the wall map; on the dark-room radiator; and above the dark-room door (from inside).

Inked

Collect six bricks and stack them so the front pattern matches the wall: from the bottom — circle, diamond, plain, diamond, circle, half. Open the waterfall chest with the four life-cycle symbol sets (bird, butterfly, spider web, cherries), then the flower-pillar puzzle (the shared symbol of each pillar pair) for roller plates. Use the roller plates so a pulled lever lines every shape up, take the brush box, and complete the fountain-pen tile puzzle to get the fountain pen — the level's key tool, since it lets you draw and erase ramps. Drain the ink blocks, run the block-and-bridge sequence, then solve the connect-the-symbols pond puzzle for 7234 to free the cage key. The finale is two mirror-copy grid pillars — build the top-left corner pattern and copy it horizontally, then vertically, adjusting the corner each pass; the video shows the exact grids fastest.

8 tokens: in a window behind the waterfall; on a branch near the pillar puzzle; on the final page of the bird music book; at the base of the two-ramp puzzle; on the ceiling inside the combination cage; in the bottom of the fish pond; in the water between the bamboo near the easel; and on a small pink flower past the fountain-pen puzzle.



Frequently asked questions

Are the Extra rooms free?

Yes — all eight Extra rooms were added to Escape Simulator as free updates. You only need the base game.

What's the hardest Extra room?

Inked and Treasure Island are the most involved — Inked for its mirror-copy grid finale, Treasure Island for the pacing-and-sighting sigil hunt. Use the pathfinder carefully on the island and lean on the video for Inked's grids.

How do I decode the “x04 / 5w2” clue in Santa's Workshop?

Lay the paper overlay from the top-left desk drawer over the typed letter; it highlights those characters, and the wall note maps them to the plush teddy bear, which you then repair and send up the QA station.

What are the safe codes in Cats in Time?

The green safe is 4-11-29 (the Lucas number sequence from the Magic of Numbers book), the bio-scanner lock is 3026, the desk computer is 5141, and the tall cabinet is 6255. The time machine is set to 1921.

How many tokens are in the Extra rooms?

Eight per room, so 64 across all eight Extra rooms. A couple (Leonardo's secret-compartment token, several “after you open it” tokens) must be grabbed at the right moment — the per-room lists above flag them.

Next: Part 6 — Steampunk DLC. You can find the game on its official Steam page.