Escape Simulator: Wild West DLC Walkthrough — All 4 Rooms & Tokens

A detailed, prop-filled themed room in Escape Simulator
A highly interactive escape room in Escape Simulator
Official Escape Simulator screenshot. The Wild West rooms' exact solutions are shown in the embedded video.

This is Part 7 of the complete Escape Simulator walkthrough series — the Wild West DLC. Every code below is cross-verified across the 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. These rooms are hand-built and fixed, so the codes are the same in your game. Nothing is invented; the longer arrange-by-hand puzzles are shown fastest in the video.


Wild West DLC

The four-room Wild West pack (released December 2022) trades keypads for frontier props: a jail you have to break out of, a saloon full of slot machines and a piano, a bank with a real vault, and a moving train. Under the cowboy dressing, the puzzles teach a surprising amount of real technique:

  • Tally marks. The first lock is literally a sum of scratch marks on the cell walls: 45 + 34 + 23 + 25 = 127.
  • Lock-picking. A bobby pin (from a flask) plus a shiv pops the cell gate — tension wrench and pick, in miniature.
  • Morse code & the telegraph. You key real Morse to send a combination and read one back.
  • Faro, the 19th-century saloon card game, and the inner workings of mechanical slot machines.
  • Dartboard scoring with doubles and triples, counterfeit-bill detection under a microprint reader, postage by weight, and a badge date-hierarchy.
Fredericma45 Gaming's complete Wild West DLC run — all four rooms and every token, with per-room timestamps.

The Jail

You start locked in a cell. Add the scratch-mark tallies on the walls (45 + 34 + 23 + 25) and open your cell padlock with 127. Take the harmonica and read the note inside it for a hint, open the flask for a bobby pin, and pull the shiv from the hole in the wood (after taking the hat off the coat hanger). Use the bobby pin and shiv together on the gate lock to escape the cell.

Grab the cell key off the desk to open the second cell. Inside, break the soap for a map pin, lift the bed for a hidden note, and open the floor lock-box by pressing three buttons (read the wall scribbles): the 1st button from the middle on the vulture side, the 3rd on the snake side, and the 7th on the coyote side — take the wooden cube.

Collect the desk notes and map pins (one from the middle wanted poster, one from the wall map). Using the “where they hide” note plus the humidity/temperature note, place the three pins:

  • The Scorpion: the cave in the northern tip of Otoxoco.
  • The Gator: the town in the western tip of Laurilee.
  • The Bear: the train station on the north coast of Frorado.

That drops the panel below the map for Deputy's Badge (1/2). Open the chest with the drawer note's combination 7-11-2-5 for a liquor bottle and Deputy's Badge (2/2). Per the back of the desk note, open the drawer combinations matching the posters' bounty values: Scorpion = all three left drawers + the top-right; Gator = top-left drawers + bottom-right; Bear = top-left and bottom-left + middle-right — for Sheriff's Badge (1/2).

Open the glass cabinet, count the bullet holes in the three hats, and pull the triggers: lower rifle ×2, upper rifle ×2, lower rifle ×3. Then, using the note from under the second cell's bed, set the switches so you can aim the revolvers — Gold = left, Silver = up-and-left, Black = down — for Sheriff's Badge (2/2). Insert all four badges in the wall plaque and arrange them by date (the photos show the Sheriff outranks the Deputy): top row 6-pointed star, shield, 5-pointed star; bottom row 5-pointed star, 6-pointed star, shield — take the tobacco box.

Finally, the “three vices” furnace lock takes the numbers on your alcohol (liquor bottle = 2), tobacco (box = 63) and gambling (playing card = 8) items, in that order → 2638. Put the wooden cube in the furnace, take the skeleton key, and open the exit.

8 tokens: in the tall cabinet (flip all five switches up first); between the handcuffs (move them to the outer hooks); inside the hanging sheriff photo (lift the clasp, remove the photo); inside the kettle on the furnace; under a can in the bottom drawer beneath the large chest; on the window ledge in the first cell; under the corner of the bed in the second cell; and hidden inside the lock on the inside of the second cell.


The Saloon

Grab the fan and read its symbols (square, triangle, circle) to open the barber's padlock with 356; take the barber brush and diary. Set the piano's metronome to 80, swing the pendulum three times, and take the revealed piano key to open the lid.

Read the gambling-machine book, then play the corner Dewey slot machine: insert one coin in black and spin; one in black and one in green, spin; one in yellow, spin — take the poster handle. At the cash register, add up one of every item on the board ($9.73) and enter it for a silver horseshoe and a service key. Using the barber's moustache appointment times, set the wall clock to 2:00, then 2:30, then 4:00 for a slot-machine gear (a second gear is in the bucket under the barber sink).

Open the back of the bar's Mills slot machine with the service key, insert both gears, line up three horseshoes, then use the service key on the front and pull the handle for the gold horseshoe. Insert the poster handle behind the bar poster, rotate it for a musical sequence, and play it on the piano: Middle A, Middle B, High E, Low E, High E — take the shaving cream and the Faro-table key.

Open the Faro table, smash the bottle for a note, then play the middle black key 10 times for a revolver. The bar padlock (three Faro outcomes) reads Edgar's Win 6, Dead Bet 5, Gabe's Loss 2 → 652. Fit the tap handle to the beer dispenser and follow the note: pull the 2nd handle down then up, the 4th down then up, the 1st down, the 3rd down then up, the 3rd down — take the three bottles. Gather the rest of the labelled bottles and stock the shelf per the note (Liberty Bell, The Eagle, Timeless, War Horse, The Buffalo, Muerto in their marked spots) to reveal card suits.

Lather the barber brush with shaving cream and brush the picture by the barber station, then play Low G, Low D, High B, High E for a bronze horseshoe. Brush the bar picture too, and using the horse-race numbers place the horseshoes on the rings: Gold = Sunshine, Silver = Bolt, Bronze = Whiskey. Take the revolver chamber, load the revolver, and shoot the padlock off the exit door.

8 tokens: inside the broom (nudge it so the token drops); on the back of the metronome; on the rotating barber pole; on the sole of a boot at the pole's base; inside the abacus (slide all beads to the sides); on the beer dispenser (pull all four handles left to right); on the buffalo painting over the piano (brush it first); and on the side of the cash register.


The Bank

Take the post key from the central-shelf drawer and unlock the postal office. Count the horses and cacti on the three letters' stamps to open the green box with 15-14 for the state seal. Using the President Theodore Cleveland portrait (1856), open locker 401 = 1856 for the bank key, then unlock the bank.

From the birthday card + calendar, open locker 202 = 1876 for the microfilm reader lens and a postcard, then locker 301 = 1210 for the federal seal. Take the bank seal from the counter. Ink and stamp all your seals, overlapping them on one spot to read GOV — open the desk drawer with GOV for counterfeit bills A and C.

The “Hierarchy of Authority” poster gives the cabinet code from the seal years: Treasury 1794 (4th digit 4), Federal 1781 (2nd digit 7), State 1810 (1st digit 1), Bank 1820 (3rd digit 2) → 4712. Inside: counterfeit bill B, the telegraph wire, and a safe note. Attach the lens to the microprint reader and inspect the three counterfeit bills against the poster.

Connect the wire to the telegraph and send the safe combination B27 in Morse (– • • • / • • – – – / – – • • •); you receive 514. Set lockers 203, 303 and 403 to 0 and take the scale spring from locker 404, fit it to the postal scale, and weigh the four packages. Combine the highest and lowest postage prices for 3216, open the lock, pry the suspicious crate with the crowbar for dynamite, light it with the counter lighter, and blow the vault.

8 tokens: on the President's portrait; inside the pumpkin pie (remove a slice); inside locker 103 (set the top-row dials to 1, 2, 3, 4); in a central-shelf drawer; on the green shelves in the postal office; on the bank desk fan (switch it off); on the cupboards beneath the marble counter; and by telegraphing the message TKN (– / – • – / – •).


The Train

Read the Conductor Notes, take the lighter and a billiard ball, and search the corner pot-plant for a key and a purple rock flower. Open the snake-oil briefcase for the gold emulsifier, solvent, mortar & pestle, kindling, a book, and totem segment 1/4. Per the book's map, open the chief's briefcase in the order Grass, Mountain, River, Trees, Cave for poster pin 1/4, the peace pipe (echo sage) and totem segment 2/4. The side shelves hold a projector card, poster pin 2/4 and totem segment 3/4; the tea corner has totem segment 4/4. Arrange the four totem segments per the table photo for a gold nugget.

Make the super-solvent: crush the purple flower in the mortar, add the petals to the solvent, put the gold nugget in the emulsifier, then add the emulsified gold and the echo sage to the solvent. Use it on the rusty chain to open the next car. Set the inventor's briefcase dials to the symbols above and press the buttons to show the Conductor-Notes letters: A (bottom), C (top), D (right), C (right) — take a projector card, a billiard ball and poster pin 3/4.

Open the toymaker's briefcase by pulling its lever and pressing the train wheels in order for each stage: Dreamspring→Tombrun = 2, 3, 4, 1; Pinestone→Goldbranch = 3, 1, 2, 4; Tombrun→Pinestone = 1, 3, 4, 2 — take a toy train and two more billiard balls. Back in the first car, set the wall lights to match the lighthouse heights, lowest to highest: Crooked Tooth (tooth), Foam Rise (dollar), Proud Wolf (wolf), Scorpion's Peak (scorpion), Feather Point (feather), Grand Water (train); a projector and a painting handle appear.

Insert the painting handle and your projector cards, then drop the four billiard balls into the pockets shown (standing at the ball-return end): far right, near left, middle left, far left. The table becomes a model railway. Load the kindling into the toy train, light it, and switch the track so it visits Train Station → Jail → Saloon → Bank → Train Station; numbers appear on the buildings. Put your four poster pins on the wall poster and set the dials: Jail 1, Saloon 3, Bank 5, Train Station 8 — take the exit key.

8 tokens: on the wall behind the big pot-plant in the first car; with the cookies on the corner table; inside the snake-oil briefcase; as a silhouette on the rocks outside the right windows; at the bottom-right of the closed curtains in the second car; on the corner of the inventor's briefcase; inside a vase in the second car (break it); and on the saloon building in the model railway.



Frequently asked questions

What is the first jail-cell code?

Add the four sets of scratch tallies on the cell walls: 45 + 34 + 23 + 25 = 127. After that, open the flask for a bobby pin and take the shiv from the woodwork, then use both on the gate lock to get out of the cell.

How does the bank telegraph work?

You key the safe combination B27 in Morse on the telegraph — B is –•••, 2 is ••–––, 7 is ––••• — and the machine replies with 514. A bonus token comes from sending TKN (– / –•– / –•).

How is the saloon dartboard / horseshoe puzzle solved?

The hidden calculator and the dartboard hint give the target scores; the colour rings double (outer) or triple (inner) their value with 50 in the bullseye. The race results then place the horseshoes: Gold = Sunshine, Silver = Bolt, Bronze = Whiskey.

What order do the sheriff and deputy badges go in?

The photos establish that the Sheriff outranks the Deputy, and you order each row by date: top (Sheriff) 6-pointed star, shield, 5-pointed star; bottom (Deputy) 5-pointed star, 6-pointed star, shield.

Where are the train tokens I keep missing?

The sneaky ones are the silhouette on the rocks outside the right-hand windows, the token inside a vase in the second car (smash it), and the one on the saloon building once the billiard table has become the model railway.

Next: Part 8 — Portal & Among Us DLC. You can find the game on its official Steam page.