The object of the exercise, as the name suggests, is to escape from the room. To do so we will have to find and collect various tools and notes concealed in the room. All navigation and manipulation of objects is via left mouse button clicks - a lot of them! By the time we're finished we'll have cracked open four safes - three with digital locks and one with a combination lock - collected several notes, keys, a Swiss army knife, a socket wrench, a laser pointer and its batteries, an ultraviolet lamp and its batteries and, most importantly, the door handle missing from the door! We will need some simple code-breaking skills and also some rudimentary knowledge of musical theory! Firstly, take a look around. When the game opens all that we see initially is a briefcase on the floor in front of us. Click on the right wall to find a painting. Move right again to find the door (our way out!) blocked by a chair bolted to the floor. Right again shows the remaining wall which has the outline of two frames, each with a button near the lower corner and also something that looks like a power outlet near the floor to the right. Let's start with this wall. Zooming in on the left frame and pushing the button opens the frame to reveal a digital keypad and a key locked behind glass. On the shelf lies a test-tube. Collect it and click on the "info" button. It obviously contains a note inside that we want but it's sealed with a cork! No such luck with the frame to its right, not yet. Go back to the briefcase on the floor, zoom in and click near the right rear of the case to look around the back. Collect the little key lying there. It will come in handy shortly. Let's take a look at that picture on the adjacent wall. Look closely and we see something on the lower left of its frame. Click on it. Collecting the button cell battery taped to its side also reveals a lock. Use the key from behind the briefcase...eh, voila! Up goes the picture and there we find a combination safe and another key on the shelf below it. Grab the key. Turn right again - back to the door. Zoom in and click to the left of the chair (i.e. the chair's right-hand side). Collect and read the note stuck to its underside. We'll need this to get behind that second frame on the next wall. Zoom out and then in on the other side of the chair. What's that on the skirting board near the door? Another button cell! We'll need that, too. Turning to our right again we're back to the wall with the two frames, only one of which we've opened. Let's look at the second one and the note we collected from underneath the chair which tells us to "Press the button for ten seconds." We've stuck gold! Nowhere to spend it in here but it will come in handy. We'll come back to the safe later. We need to collect some more info. Back to the briefcase. Zoom in and use the key from the behind picture to unlock it. Click on the lid to open it and reveal a host of goodies! A die with different coloured faces, a small laser pointer, a Swiss army knife (very useful tool - especially in this room), a manila envelope containing a seemingly provocative and disheartening message and a safety deposit box that obviously has something in it that we want. Note also the small placard inside the lid of the briefcase with four letters on coloured backgrounds. This is our first code-breaking clue. Now let's turn our attention to that power outlet thingummy. Firstly we'll whip out the Swiss army knife. Clicking on its "info" icon we see that we have a knife, a small screwdriver, a larger screwdriver and a corkscrew. We'll use the knife first to prise off the coverplate and then the larger screwdriver to remove the screws. Click on the unit to remove it completely from the wall and grab the third button cell in the cavity. We now have three button cell batteries and one powerless laser pointer. Putting three and one together and our laser pointer comes to life delivering a cryptic message of the form "RLRL". The value of these integers changes with each new instance of the game so I can't say what your particular values are. The one thing that is common to each game is the "XX". Now remember that test-tube sealed with a cork? We now have a Swiss army knife with a corkscrew! Use it to open the test-tube and release the note containing the value of "XX". What we have now looks suspiciously like a safe combination! We've only just started. Now the fun really begins!